12-19-2012, 10:37 PM
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12-20-2012, 12:14 AM
-Resumes wishing the Barely-Melted Capacitor equip turns player into robot- >->
01-10-2013, 10:48 PM
http://www.teamfortress.com/post.php?id=9714
Stockpile these hattes while you can folks.
Stockpile these hattes while you can folks.
03-13-2013, 03:51 AM
crate 50
Strange Bacon Grease used on the pan to make it strange
Construction PD
Original
Invisibility Watch
Splendid Screen
Strange Bacon Grease used on the pan to make it strange
Construction PD
Original
Invisibility Watch
Splendid Screen
03-13-2013, 02:11 PM
I want need strange bacon grease.
04-03-2013, 07:23 PM
So it seems valve gave reddit The Conspiracy Cap Beep boop
04-22-2013, 01:20 PM
FAQ: HOW TO GET READY FOR STEAMPIPE LAUNCH ON 30TH OF APRIL!
http://etf2l.org/forum/general/topic-25164/page-1/
http://etf2l.org/forum/general/topic-25164/page-1/
Quote:The official release of SteamPipe will arrive on 30th of April (Valve time). As pub player you might not care too much, but as competitive player you might want to make sure you are ready for transition because if your TF2 is customized a bit more than simple addition of chrisâes config, then you might lose some of the âstuffâ when transition happens. If you donât want to read too much, just scroll to bottom Q/A part, I will go in more detailed steps in following thread. So here are few things to know:
* Backup ALL configs. Just doing simple copy paste to your /cfg folder will do, save it on desktop or anything really, as long as its copied somewhere NOT inside /team fortress 2/ folder. I donât know if this is bug atm, but some configs get deleted when going SteamPipe, so atm Iâd advise to better be safe than sorry and just making sure you donât lose your loved duckjump scripts.
* Backup your HUDâs, especially if custom made. Although they do get moved to /tf/download/ location, backing them up will save time for you trying to search them!
What about maps/materials/sounds/etc? When transition happens they will be moved to /download/* folder. This is your new location for files downloaded from server. But this is not where you put your config or hud! Also if you wish local host server with custom maps or play in pub with custom models, you will need to make copy of these files in /custom/custom_dir/ folder. Keep reading!
After your TF2 will be transformed into SteamPipe, your new folder for everything custom is ../steam/steamapps/common/Team Fortress 2/tf/custom/ Anything you want added needs to go in /custom/custom_dir/*. I will show how:
* Reinstalling configs: To keep it simple, you want to make another folder inside /custom/ for your custom things to load, so I created /custom/userstuff/. You CAN then dump any huds, configs and all the stuff you had in /custom/userstuff/ or you CAN keep it dapper and use the VPK tool if you are nerdy, but I wont go into it, the info how is in link on bottom.
So to reinstall my backed up /cfg/ I ended up making my file structure look something like this: /tf/custom/userstuff/cfg/spy.cfg
* Reinstalling HUDâs: Same thing as with cfg â make custom folder under /custom/ It can be the same /userstuff/ as for your cfg, or you can simply make /hud/ folder under /custom/. So /custom/userstuff/* and /custom/hud/* are both acceptable. The final file structure for me looks like /tf/custom/userstuff/resource/clientscheme.res
* Reinstalling plugins: looks like they still are in /tf/addons so no change there, you shouldnt even need to touch them as they are auto moved. Most popular plugins work, however PREC seems to be broken at the moment.
* Installing custom maps for local hosting or custom content to play on sv_pure 0 (like models): Same as previous â Put everything in /custom/mystuff/. So it might look like /custom/mystuff/maps/mge_v8.bsp or /custom/mystuff/materials/naked_models.vmt
You can local host maps that are in /download/ location if you type map mapname in console, but the names wont come up from GUI main menu. Any custom models need to be in /custom/mystuff/ folder though for them to work!
Also this is an official article about the change. Read it if you feel nerdyâ¦
TLDR Q/A:
Q: I transitioned to SteamPipe, Where are my files?!
A: New TF2 folder is under /steam/steamapps/common/Team Fortress 2/tf and old custom files can be found under /download/ and your config is still under /cfg/ Some class configs probably got deleted..
Q: Where do I put my configs/huds/etc?
A: /tf/custom/mystuff/* example: /custom/mystuff/cfg/autoexec.cfg
Q: Have loading times improved?
A: Yes, noticeably, on any system.
Q: Can I install TF2 on different drive(SSD?) than Steam is on atm for ultimate speedyness?
A: Yes, just reinstall TF2, upon pressing install steam will give you choice where to install it!
Q: PREC doesnât work?
A: Yes, looks like it doesnât Other plugins however seem fine.
Q: What about validation problems?
A: This update is addressed to fix this problem. So fingers crossed and we hopefully wont see it anymore!
Hope it helps, pew pew!
Last edited by AnimaL, 4-18-2013
05-17-2013, 06:53 PM
New update. It's just a bunch of community-made robot-versions of existing hats.
More importantly, Backpack Expanders are currently on sale for $0.99.
More importantly, Backpack Expanders are currently on sale for $0.99.
07-10-2013, 05:51 PM
Q-F no longer completely lame.
Hallelujah!
Quick-Fix
 - Added 50% Overheal
 - Ãber now affects the medic when thereâs no heal target
 - Shotguns with pushback (Force Oâ Nature) no longer affect players under the effect of Quick-Fixâs Ãber
Hallelujah!
Quick-Fix
 - Added 50% Overheal
 - Ãber now affects the medic when thereâs no heal target
 - Shotguns with pushback (Force Oâ Nature) no longer affect players under the effect of Quick-Fixâs Ãber
07-10-2013, 07:48 PM
Wow massive patch notes. I just finished reading it all and HOLY SHIT THIS IS THE BEST PATCH EVER. Every map bug I can think of fixed, wrangler nerfs, DR nerfs, minor buffs for a lot of rarely-used weapons, text search for backpacks, and a billion other awesome little things.
Update notes:
  General:
    Added over 60 Gold Star community-submitted Workshop items
    Summer Claim Checks can now be redeemed for Summer Coolers
    Summer Cooler Keys are now available in the Mann Co. Store
    Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store
    Reduced intensity of Bleed and Jarate screen effects under DX8
    Added text search functionality to the backpack and the store
    Added tf_hud_show_servertimelimit to display the serverâs per-map time limit on the in-game HUD
    In MvM, if all team members unready, the pre-round countdown will stop
    In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop âredâ money that will automatically be collected when it would otherwise dissolve
    Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect
    Double-clicking a crate will now take you to the appropriate key in the store
    By default, items with non-standard qualities (i.e., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection.
    Unusuals and Stranges no longer stack in loadout equip pages
    Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies
    Fixed a bug that would cause the popular items page in the store to not always update correctly
    Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits
    Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck
    Fixed a bug where crouch animations would not properly play while in humiliation state
    Fixed a bug where full ÃberCharge effects would always show on the client if a player was killed with full ÃberCharge
    Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community
    Fixed level 3 dispensers missing geometry
    Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs
    Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
    Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones
    Fixed characters in the loadout page sometimes appearing as if they were cloaked
    Weapon attributes will now show in the same order in-game and in Steam Community
    Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed
    Added support for the Oculus-native distortion function via the "oculus_use_ovr_distortion" convar in VR mode
  Maps:
    Added cp_standin and cp_process
    Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town
    cp_badlands
      Fixed jumps being ruined by small rock ledge near spiral
      Fixed prop collisions
      Fixed clip smoothing
    cp_dustbowl
      Fixed players building in Blu's first spawn
      Fixed players shooting through rocks in stage 2
      Fixed collision in tunnels in stage 2
      Fixed textures not displaying properly in Pyrovision
      Fixed lighting on cliff faces
      Fixed skybox error in stage 3.
      Fixed players getting killed through the ceiling under stage 2 cap 1
      Adjusted ceiling height in stage 3 tunnel for better clearance
      Cleaned up prop collision
    cp_egypt
      Fixed clip brush exploits
      Players can no longer build on top of arches and high ledges
    cp_gorge
      Players can no longer build in Blu's first spawn room
      Changed scale of water texture
    cp_granary
      Fixed improper orientation on arrow signs
      Fixed players getting above red forward spawn
      Fixed players building on cargo containers inside spawn room
      Fixed holes in skybox geometry
      Removed collision from hanging lamp over Red spawn
      Removed collision from security cameras above Red and Blue spawns
      Mirrored fence alcove from Blu final cap arena to Red side
      Balanced collision of rocks in final capture arenas
      Re-ordered spawns in the first spawn room to be consistent between Red and Blu
    cp_gravelpit
      Clipped roof of building over cap A
      Removed helthpack under terrain
      Added decals under health kits and ammo packs
    cp_gullywash
      Fixed players getting out of the map near the middle capture point
      Fixed collision exploits near middle capture point
    cp_mountainlab
      Fixed collision issues on the ladders and hill that lead to the first point
      Fixed static prop lighting
    cp_steel
      Fixed players blocking Blu's spawn exit door leading to capture point B
      Fixed collision on ledge near capture point B
      Players can no longer build inside Red spawn room.
      Blu spawn point over grate removed.
    ctf_2fort
      Fixed building inside of spawn doors
      Fixed clipping exploits on battlements
      Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
      Cleaned up prop collision
      Smoothed clipping on wagon wheel and other props
    ctf_well
      Fixed players jumping out of the map
    koth_king
      Health and ammo packs now match on Red and Blu sides of the map
      Players can no longer build in spawn doors
    koth_lakeside
      Fixed rockets passing through terrain near the capture point
    koth_viaduct
      Players can no longer build in spawn room rafters
    mvm_bigrock
      Fixed players building on rock in cave section
    pl_badwater
      Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
      Fixed player clip smoothing
      Fixed fence collisions
      Fixed floating rocks in skybox
      Fixed lighting on props
      Fixed lighting on canyon vista
      Handrails no longer collide with bullets and projectiles
      Performance increase through poly reduction, model collision reduction and model fade distances
      Players can no longer build inside Blu spawn room
      Players can no longer be trapped with teleporters under the sign by the first capture point
      Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
      Players will now be crushed by closing doors upon the capture of point 2
    pl_barnblitz
      Fixed building in the skybox above Red's final spawn
      Teleporters will no longer self destruct when used on the battlements near Blu's first spawn
    pl_frontier
      Fixed spawn doors not working properly after second capture.
      Players can no longer build inside kill volumes
      Players can no longer build inside of Blu's second spawn room
      Red players can now enter the Blu team spawn upon round win
    pl_goldrush
      Fixed collision on props and clip exploits
      Fixed buildings being prohibited from construction in the garage near the end of stage 3
      Players can no longer block the cart through the wall in stage
      Players can no longer build in spawn exits
      Players can no longer build on the shack roof near the end of stage 3
      Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
      Players can no longer build on the perch in stage 1
      Handrails no longer collide with bullets and projectiles
    pl_thundermountain
      Fixed gate visible through ceiling in stage 3
      Fixed clipping in stage 3 Blu spawn
      Prevented players from building in the cliffside kill zone in stage 1
    pl_upward
      Fixed exploit where Blu team could be trapped in their final spawn room
      Fixed gap in collision which allowed Blu players to be shot in their first spawn
      Fixed fade distances on props in Blu spawn
      Fixed players building under catwalk on the ledge of the final pit
      Fixed clip brush exploits
      Players can no longer be trapped by teleporting under stairs near final capture point
      Players can no longer build inside of Red's final spawn room
      Players can no longer build inside of spawn room doors
      Players can no longer be trapped inside of the capture point sign
      Prevented Blu team from entering final spawn room while it is neutral
      Smoothed clipping collision
      Collision performance increases
      Handrails no longer collide with bullets and projectiles
      Replaced floor texture in Red team final spawn room
    plr_hightower
      Fixed clip brush exploit above building on cliff edge
    plr_nightfall
      Fixed players jumping outside of the map
      Reduced prop collision
    plr_pipeline
      Fixed invisible faces
      Handrails no longer collide with bullets and projectiles
    tc_hydro
      Fixed clip brush exploit where players could get out of world
      Fixed players getting on top of monument.
  Items:
    The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted
    "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI
    Cursed Soul items (Halloween zombie skins) are now renameable
    Strange Bacon Grease can now be gift-wrapped
    Added LODs to the Airborne Armaments set items
    Fixed Bison/Pomson projectiles getting stuck on doors
    Fixed Baseballs and Jars sometimes going through thin geometry
    Crit-A-Cola
      Removed: Damage taken mini-crits
      Added: Damage taken increased 25%
    Shortstop
      Added 20% bonus healing while deployed
      Added 80% vulnerability increase to all push forces while deployed
    Winger
      Added +25% Jump Height bonus when active
    The Special Delivery (set)
      Removed: +25 max health on wearer
      Added: Leave a calling card on your victims
    Battalion's Backup
      Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)
      Rage is now generated from damage dealt instead of damage received
    Black Box
      Rocket explosions now use correct sound
    Beggarâs Bazooka
      Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
      Misfired Rockets now remove one loaded rocket from the clip
    Concheror
      Rage is now generated only from damage dealt
      Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect
    Cow Mangler 5000
      Reduced clip size (from 5 to 4)
      Removed -10% damage attribute
      Removed 5% slower reload attribute
      Added missing "sets players on fire" description text
      New particles and sound
    Escape Plan
      Players receive the Marked-For-Death effect after deploying, and for a short period after holstering.
    Liberty Launcher:
      Removed: 25% reduced clip size penalty
      Added: 25% reduced damage penalty
    Original
      Rocket explosions now use correct sound
    The Tank Buster (set)
      Removed: +20% Sentry damage resistance on wearer
      Added: Leave a calling card on your victims
    Phlogistinator
      Fixed "Mmmph" progress resetting after touching a resupply cabinet
    Powerjack
      Added: 15% increase move speed while deployed
      Added: 20% damage vulnerability to all sources
    The Gas Jockey's Gear (set)
      Removed: +10% faster move speed on wearer
      Removed: +10% bullet damage vulnerability on wearer
      Added: Leave a calling card on your victims.
    Chargin' Targe
      Added: Afterburn immunity
    Loose Cannon
      Range no longer affects direct cannonball impact damage
      Reduced charge time to 1 second
      Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
      Double-Donk damage now mini-crits
    The Expert's Ordnance (set)
      Removed: +10% fire damage resistance on wearer
    Buffalo Steak Sandvich
      Removed: Damage taken mini-crits
      Added: Damage taken increased 25%
    Dalokohs Bar
      Increased amount of health restored per-bite from 15 to 25
    Gunslinger
      Fixed a bug that caused mini-sentries to heal while being constructed
    Rescue Ranger
      Minor increase in damage per bolt
      Increased building healing from 50 to 75 per bolt
    Short Circuit
      Ammo cost reduced when an attack destroys a projectile.
    Wrangler:
      Slightly reduced accuracy of manually-controlled sentry at long range
      Protective shield now fades 1 second after the owning Engineer dies
    Crusaders Crossbow
      Changed arrow projectile to a large syringe
      Added new trail effects
      Smoothed out reload animation (DPS unchanged)
      Fixed being able to heal players that are using items that block healing
    Quick-Fix
      Added 50% Overheal
      Ãber now affects the medic when there's no heal target
      Shotguns with pushback (Force-A-Nature) no longer affect players under the effect of Quick-Fixâs Ãber
    Vaccinator
      Ãber now fully absorbs crit damage for the selected damage type, but depletes Ãbercharge based on the amount of damage prevented
    Bazaar Bargain
      Fixed the starting charge rate being -40% instead of -20%
      Capped the max charge rate to 200%
    Cozy Camper
      Removed movement penalty.
      Added: Damage taken increased by 20%
    Darwin's Danger shield
      Added: Bullet damage taken reduced by 15%
      Added: Explosive damage taken increased by 20%
    The Croc-o-Style Kit (set)
      Removed headshot immunity
      Added: Leave a calling card on your victims
    Dead Ringer
      When under the effect of Feign Death, damage taken decreases the duration of the effect
    L'Etranger
      Added: 40% increased cloak duration
    Spy-cicle
      Fixed a bug that would cause the charge meter to not reset when the spy was killed
    The Saharan Spy (set)
      Removed: Reduced decloak sound volume
      Removed: 0.5 sec longer cloak blink time
      Added custom particle effects when taunting
Update notes:
  General:
    Added over 60 Gold Star community-submitted Workshop items
    Summer Claim Checks can now be redeemed for Summer Coolers
    Summer Cooler Keys are now available in the Mann Co. Store
    Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store
    Reduced intensity of Bleed and Jarate screen effects under DX8
    Added text search functionality to the backpack and the store
    Added tf_hud_show_servertimelimit to display the serverâs per-map time limit on the in-game HUD
    In MvM, if all team members unready, the pre-round countdown will stop
    In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop âredâ money that will automatically be collected when it would otherwise dissolve
    Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect
    Double-clicking a crate will now take you to the appropriate key in the store
    By default, items with non-standard qualities (i.e., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection.
    Unusuals and Stranges no longer stack in loadout equip pages
    Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies
    Fixed a bug that would cause the popular items page in the store to not always update correctly
    Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits
    Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck
    Fixed a bug where crouch animations would not properly play while in humiliation state
    Fixed a bug where full ÃberCharge effects would always show on the client if a player was killed with full ÃberCharge
    Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community
    Fixed level 3 dispensers missing geometry
    Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs
    Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
    Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones
    Fixed characters in the loadout page sometimes appearing as if they were cloaked
    Weapon attributes will now show in the same order in-game and in Steam Community
    Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed
    Added support for the Oculus-native distortion function via the "oculus_use_ovr_distortion" convar in VR mode
  Maps:
    Added cp_standin and cp_process
    Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town
    cp_badlands
      Fixed jumps being ruined by small rock ledge near spiral
      Fixed prop collisions
      Fixed clip smoothing
    cp_dustbowl
      Fixed players building in Blu's first spawn
      Fixed players shooting through rocks in stage 2
      Fixed collision in tunnels in stage 2
      Fixed textures not displaying properly in Pyrovision
      Fixed lighting on cliff faces
      Fixed skybox error in stage 3.
      Fixed players getting killed through the ceiling under stage 2 cap 1
      Adjusted ceiling height in stage 3 tunnel for better clearance
      Cleaned up prop collision
    cp_egypt
      Fixed clip brush exploits
      Players can no longer build on top of arches and high ledges
    cp_gorge
      Players can no longer build in Blu's first spawn room
      Changed scale of water texture
    cp_granary
      Fixed improper orientation on arrow signs
      Fixed players getting above red forward spawn
      Fixed players building on cargo containers inside spawn room
      Fixed holes in skybox geometry
      Removed collision from hanging lamp over Red spawn
      Removed collision from security cameras above Red and Blue spawns
      Mirrored fence alcove from Blu final cap arena to Red side
      Balanced collision of rocks in final capture arenas
      Re-ordered spawns in the first spawn room to be consistent between Red and Blu
    cp_gravelpit
      Clipped roof of building over cap A
      Removed helthpack under terrain
      Added decals under health kits and ammo packs
    cp_gullywash
      Fixed players getting out of the map near the middle capture point
      Fixed collision exploits near middle capture point
    cp_mountainlab
      Fixed collision issues on the ladders and hill that lead to the first point
      Fixed static prop lighting
    cp_steel
      Fixed players blocking Blu's spawn exit door leading to capture point B
      Fixed collision on ledge near capture point B
      Players can no longer build inside Red spawn room.
      Blu spawn point over grate removed.
    ctf_2fort
      Fixed building inside of spawn doors
      Fixed clipping exploits on battlements
      Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
      Cleaned up prop collision
      Smoothed clipping on wagon wheel and other props
    ctf_well
      Fixed players jumping out of the map
    koth_king
      Health and ammo packs now match on Red and Blu sides of the map
      Players can no longer build in spawn doors
    koth_lakeside
      Fixed rockets passing through terrain near the capture point
    koth_viaduct
      Players can no longer build in spawn room rafters
    mvm_bigrock
      Fixed players building on rock in cave section
    pl_badwater
      Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
      Fixed player clip smoothing
      Fixed fence collisions
      Fixed floating rocks in skybox
      Fixed lighting on props
      Fixed lighting on canyon vista
      Handrails no longer collide with bullets and projectiles
      Performance increase through poly reduction, model collision reduction and model fade distances
      Players can no longer build inside Blu spawn room
      Players can no longer be trapped with teleporters under the sign by the first capture point
      Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
      Players will now be crushed by closing doors upon the capture of point 2
    pl_barnblitz
      Fixed building in the skybox above Red's final spawn
      Teleporters will no longer self destruct when used on the battlements near Blu's first spawn
    pl_frontier
      Fixed spawn doors not working properly after second capture.
      Players can no longer build inside kill volumes
      Players can no longer build inside of Blu's second spawn room
      Red players can now enter the Blu team spawn upon round win
    pl_goldrush
      Fixed collision on props and clip exploits
      Fixed buildings being prohibited from construction in the garage near the end of stage 3
      Players can no longer block the cart through the wall in stage
      Players can no longer build in spawn exits
      Players can no longer build on the shack roof near the end of stage 3
      Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
      Players can no longer build on the perch in stage 1
      Handrails no longer collide with bullets and projectiles
    pl_thundermountain
      Fixed gate visible through ceiling in stage 3
      Fixed clipping in stage 3 Blu spawn
      Prevented players from building in the cliffside kill zone in stage 1
    pl_upward
      Fixed exploit where Blu team could be trapped in their final spawn room
      Fixed gap in collision which allowed Blu players to be shot in their first spawn
      Fixed fade distances on props in Blu spawn
      Fixed players building under catwalk on the ledge of the final pit
      Fixed clip brush exploits
      Players can no longer be trapped by teleporting under stairs near final capture point
      Players can no longer build inside of Red's final spawn room
      Players can no longer build inside of spawn room doors
      Players can no longer be trapped inside of the capture point sign
      Prevented Blu team from entering final spawn room while it is neutral
      Smoothed clipping collision
      Collision performance increases
      Handrails no longer collide with bullets and projectiles
      Replaced floor texture in Red team final spawn room
    plr_hightower
      Fixed clip brush exploit above building on cliff edge
    plr_nightfall
      Fixed players jumping outside of the map
      Reduced prop collision
    plr_pipeline
      Fixed invisible faces
      Handrails no longer collide with bullets and projectiles
    tc_hydro
      Fixed clip brush exploit where players could get out of world
      Fixed players getting on top of monument.
  Items:
    The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted
    "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI
    Cursed Soul items (Halloween zombie skins) are now renameable
    Strange Bacon Grease can now be gift-wrapped
    Added LODs to the Airborne Armaments set items
    Fixed Bison/Pomson projectiles getting stuck on doors
    Fixed Baseballs and Jars sometimes going through thin geometry
    Crit-A-Cola
      Removed: Damage taken mini-crits
      Added: Damage taken increased 25%
    Shortstop
      Added 20% bonus healing while deployed
      Added 80% vulnerability increase to all push forces while deployed
    Winger
      Added +25% Jump Height bonus when active
    The Special Delivery (set)
      Removed: +25 max health on wearer
      Added: Leave a calling card on your victims
    Battalion's Backup
      Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)
      Rage is now generated from damage dealt instead of damage received
    Black Box
      Rocket explosions now use correct sound
    Beggarâs Bazooka
      Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
      Misfired Rockets now remove one loaded rocket from the clip
    Concheror
      Rage is now generated only from damage dealt
      Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect
    Cow Mangler 5000
      Reduced clip size (from 5 to 4)
      Removed -10% damage attribute
      Removed 5% slower reload attribute
      Added missing "sets players on fire" description text
      New particles and sound
    Escape Plan
      Players receive the Marked-For-Death effect after deploying, and for a short period after holstering.
    Liberty Launcher:
      Removed: 25% reduced clip size penalty
      Added: 25% reduced damage penalty
    Original
      Rocket explosions now use correct sound
    The Tank Buster (set)
      Removed: +20% Sentry damage resistance on wearer
      Added: Leave a calling card on your victims
    Phlogistinator
      Fixed "Mmmph" progress resetting after touching a resupply cabinet
    Powerjack
      Added: 15% increase move speed while deployed
      Added: 20% damage vulnerability to all sources
    The Gas Jockey's Gear (set)
      Removed: +10% faster move speed on wearer
      Removed: +10% bullet damage vulnerability on wearer
      Added: Leave a calling card on your victims.
    Chargin' Targe
      Added: Afterburn immunity
    Loose Cannon
      Range no longer affects direct cannonball impact damage
      Reduced charge time to 1 second
      Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
      Double-Donk damage now mini-crits
    The Expert's Ordnance (set)
      Removed: +10% fire damage resistance on wearer
    Buffalo Steak Sandvich
      Removed: Damage taken mini-crits
      Added: Damage taken increased 25%
    Dalokohs Bar
      Increased amount of health restored per-bite from 15 to 25
    Gunslinger
      Fixed a bug that caused mini-sentries to heal while being constructed
    Rescue Ranger
      Minor increase in damage per bolt
      Increased building healing from 50 to 75 per bolt
    Short Circuit
      Ammo cost reduced when an attack destroys a projectile.
    Wrangler:
      Slightly reduced accuracy of manually-controlled sentry at long range
      Protective shield now fades 1 second after the owning Engineer dies
    Crusaders Crossbow
      Changed arrow projectile to a large syringe
      Added new trail effects
      Smoothed out reload animation (DPS unchanged)
      Fixed being able to heal players that are using items that block healing
    Quick-Fix
      Added 50% Overheal
      Ãber now affects the medic when there's no heal target
      Shotguns with pushback (Force-A-Nature) no longer affect players under the effect of Quick-Fixâs Ãber
    Vaccinator
      Ãber now fully absorbs crit damage for the selected damage type, but depletes Ãbercharge based on the amount of damage prevented
    Bazaar Bargain
      Fixed the starting charge rate being -40% instead of -20%
      Capped the max charge rate to 200%
    Cozy Camper
      Removed movement penalty.
      Added: Damage taken increased by 20%
    Darwin's Danger shield
      Added: Bullet damage taken reduced by 15%
      Added: Explosive damage taken increased by 20%
    The Croc-o-Style Kit (set)
      Removed headshot immunity
      Added: Leave a calling card on your victims
    Dead Ringer
      When under the effect of Feign Death, damage taken decreases the duration of the effect
    L'Etranger
      Added: 40% increased cloak duration
    Spy-cicle
      Fixed a bug that would cause the charge meter to not reset when the spy was killed
    The Saharan Spy (set)
      Removed: Reduced decloak sound volume
      Removed: 0.5 sec longer cloak blink time
      Added custom particle effects when taunting
07-10-2013, 08:07 PM
=O
07-10-2013, 08:59 PM
DR NERF: ABOUT FUCKING TIME
Took them only about 4 years. Maybe I'll actually start playing again.
Took them only about 4 years. Maybe I'll actually start playing again.
07-10-2013, 11:03 PM
Jesus fuck!
This means only one thing... the staff who left TF2 to work on a different project have returned.... meaning their other project has been completed. Or canceled.
Big Valve release right around the corner?
This means only one thing... the staff who left TF2 to work on a different project have returned.... meaning their other project has been completed. Or canceled.
Big Valve release right around the corner?
07-11-2013, 01:27 AM
(07-10-2013, 11:03 PM)HeK link Wrote: [ -> ]Jesus fuck!
This means only one thing... the staff who left TF2 to work on a different project have returned.... meaning their other project has been completed. Or canceled.
Big Valve release right around the corner?
HL2 on sale + TF2 Update That Isn't New Hats + Summer Sale
These three events spread over the course of three days.
Could it be?
Maybe it is time...
RICOCHET 2!!!
07-11-2013, 09:57 AM
(07-10-2013, 11:03 PM)HeK link Wrote: [ -> ]Jesus fuck!^good point
This means only one thing... the staff who left TF2 to work on a different project have returned.... meaning their other project has been completed. Or canceled.
Big Valve release right around the corner?
07-13-2013, 07:52 AM
you're a few years too late with these fixes, valve
also
also
(07-11-2013, 01:27 AM)Didzo link Wrote: [ -> ]RICOCHET 2!!!
06-18-2014, 09:09 PM
I know none of us play this anymore, but holy shit.
Also new weapons.
Quote:Weapon changes and updates
- With The Hitman's Heatmaker, pressing âreloadâ now activates focus when it is full
- The Axtinguisher now does mini-crit damage from the front and full crit damage from behind to burning targets
- The Bushwacka can no longer randomly crit
- All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.
- All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
- Sentry bullets are now affected by damage falloff outside of sentry scan range
- Sentry bullet damage has been changed so it calculates damage based on the sentry's position, not the Engineer's
Also new weapons.
06-20-2014, 09:25 PM
I started playing again randomly. That new demo shield is the best thing to happen to the game. Chain bottle kills makes this game fun again.
06-21-2014, 03:14 PM
(06-18-2014, 09:09 PM)K2 link Wrote: [ -> ]rip eightball 3 years ago
- All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
06-21-2014, 03:34 PM
(06-21-2014, 03:14 PM)TheDarkChief link Wrote: [ -> ][quote author=K2 link=topic=206.msg279233#msg279233 date=1403143780]rip eightball 3 years ago
- All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
[/quote]
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