Via [url=http://store.steampowered.com/news/12570/]the Steam store[/url] and [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
[quote=Valve]- Fixed an infinite healing exploit related to loadout presets
- Fixed a bug where Medics would be unable to deploy their ÜberCharge
- Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free
- Fixed workshop contributors not being able to view all of their submitted items using the in-game menus
- Fixed Strange versions of The Southern Hospitality not tracking sentry kills
- Fixed The Fortified Compound not triggering the same taunts and voice lines as The Huntsman
- Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The Infernal Orchestrina on Mann vs. Machine maps
- Fixed Natascha using the wrong material for the viewmodel
- Fixed Killstreak sheen effects for the Flying Guillotine (style), The Bat Outta Hell (style), The Unarmed Combat, The Wrap Assassin, The Chargin' Targe, and The Splendid Screen
- Updated the equip_regions for The Sangu Sleeves, The Huntsman's Essentials, The Lucky Shot, and The Soldier's Stash
- Updated The Crusader's Crossbow and The Festive Crusader's Crossbow to use the same crosshair as The Huntsman
- Updated cp_dustbowl
- Fixed Red team's stage 1 spawn door pushing players in the air
- Fixed collision on windows, props, and rooflines
- Fixed floating props
- Fixed players building inside the alternate exit from the Red spawn in stage 3
- Updated cp_mountainlab
- Fixed exploit on rafters near control point 2
- Updated ctf_2fort
- Fixed collision on train-wheels prop outside Blu base
- Fixed clipping on window ledges
- Fixed collision on pipes in flag rooms
- Fixed texture alignment on world map textures
- Fixed clipping issue in the middle where Blu could stand in the sky
- Updated pl_goldrush
- Added nobuild area under the train tracks to prevent teleport trap near Blu spawn in stage 1
- Community request:
- Added convar hud_combattext_batching_window to be used with hud_combattext_batching
- maximum delay between damage events in order to batch numbers
- min 0.1, max 2.0, default 0.2
[/quote]
Rumor has it:
- [url=http://www.reddit.com/r/tf2/comments/1zoh6f/tf2_update_for_3514_3614_utc/cfvh17v]TheAnthal provides a schema teardown[/url]
- Raw schema: [url]https://github.com/SteamDatabase/SteamTracking/compare/2b54fecccdcd...26578febff69[/url]
Fuck me, they didn't fix the vpk corruptions
I guess I won't be able to play TF2 for a long time
[QUOTE]Updated cp_dustbowl
Fixed players building inside the alternate exit from the Red spawn in stage 3[/QUOTE]
Damn it
Dustbowl fix now just lets unretarded spies to take tele and sap everything in the tunnel!
Still waiting for a situation update on the weapon balancing, if they even plan to address the fact that
weapons are unbalanced at all. I still have a bit of faith though.
-snip putting this in MUS-
[Quote]-Fixed Strange versions of The Southern Hospitality not tracking sentry kills[/Quote]
Neat.
what does this means?
- Added convar hud_combattext_batching_window to be used with hud_combattext_batching
- maximum delay between damage events in order to batch numbers
- min 0.1, max 2.0, default 0.2
[QUOTE=yellowoboe;44143236]Neat.[/QUOTE]
I've been waiting for this forever
praise to Valve
[QUOTE=Metaru;44143496]what does this means?
- Added convar hud_combattext_batching_window to be used with hud_combattext_batching
- maximum delay between damage events in order to batch numbers
- min 0.1, max 2.0, default 0.2[/QUOTE]
It allows you to set the minimum time for the client to tell you how and when you did damage to an
enemy. It helps you with calulating how alive an enemy is.
[url]http://www.youtube.com/watch?v=1JcBC1USF0A[/url]
Demonstration.
Wait, so can the Soldier's Stach and Lucky Shot be equipped together?
No craftable bows/miscs
they got renamed though, so it's the feeling that they could've but chose not to for whatever reason, rather than 'forgetting'
[QUOTE=Mecha Pirate;44143528]It allows you to set the minimum time for the client to tell you how and when you did damage to an
enemy. It helps you with calulating how alive an enemy is.
[url]http://www.youtube.com/watch?v=1JcBC1USF0A[/url]
Demonstration.[/QUOTE]
I meant what does the new hud_combattext_batching_window does, besides the regular one.
[QUOTE]- Fixed Strange versions of The Southern Hospitality not tracking sentry kills[/QUOTE]
About fucking time! Now I'll actually play Engineer without relying on J... Mini-Sentries all the time.
[QUOTE=Metaru;44143631]I meant what does the new hud_combattext_batching_window does, besides the regular one.[/QUOTE]
"if you use hud_combattext_batching (which you should) - video : [url]http://www.youtube.com/watch?v=1JcBC1USF0A[/url]
If you missed for a millisecond the counter started from beginning which made instead of one 200 dmg number,
multiple numbers such as 40, 60, 100 instead (still helpful mind you, just unfortunate).
right now, there should be a "window" in which game remembers where you ended and it should pick up from there. Which is amazing"
Quote from reddit.
I don't mess around with it too often. I think that means the game remembers how much damage you
did to that enemy and you can mess around how long can it remember for every enemy?
[QUOTE=Tangerine;44142931]Damn it[/QUOTE]
Wait, that's [I]not[/I] a feature? God damn it. And it took so long to "fix."
rip hiding in 2fort intel on that pipe
[QUOTE=wickedplayer494;44142837]- Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The Infernal Orchestrina on Mann vs. Machine maps[/QUOTE]
Yay
So the stash is now a misc?
[QUOTE=Radaghast;44145517]So the stash is now a misc?[/QUOTE]
Like everything else, it became a "misc" when everything changed to cosmetic slots. The Soldier's Stash and the Lucky Shot now have separate equip regions which conflict with every other hat, but not with each other.
[QUOTE=Radaghast;44145517]So the stash is now a misc?[/QUOTE]
There is no more hat/miscellaneous. Everything is just "cosmetic." However, due to old equip regions and just how they work out, a lot of cosmetics that were once hats conflict. The stash, however, doesn't in that case, so they fixed the equip regions to make it possible. But like I said, everything is just cosmetic, now.
If they update the Lucky Shot and Soldiers Stash, they will have to update a lot of other cosmetics too.
Goddamnit, I wanted a Soldier's Stash for my Cloud Crasher.
[IMG]http://i.imgur.com/qMb77r3.png[/IMG]
[QUOTE=Grandzeit;44146152]Goddamnit, I wanted a Soldier's Stash for my Cloud Crasher.
[IMG]http://i.imgur.com/qMb77r3.png[/IMG][/QUOTE]
2 words clipping and floating. Maybe if it were the same size and shape, I would agree with you.
[QUOTE=Inspecter;44147030]2 words clipping and floating. Maybe if it were the same size and shape, I would agree with you.[/QUOTE]
Hmm. You're right about the floating. Damn.
[IMG]http://i.imgur.com/rAwMJOw.png[/IMG]
The Lucky Shot has the same problem, but it's not as severe.
[IMG]http://i.imgur.com/JpxBPAW.gif[/IMG]
[QUOTE=Mecha Pirate;44143528]It allows you to set the minimum time for the client to tell you how and when you did damage to an
enemy. It helps you with calulating how alive an enemy is.
[url]http://www.youtube.com/watch?v=1JcBC1USF0A[/url]
Demonstration.[/QUOTE]
Ooh, that's neat
[QUOTE=wickedplayer494;44142837]- Fixed an issue where Medics would be unable to deploy their ÜberCharge by making úbercharging premium - only feature[/QUOTE]
Cheers.
[QUOTE=KnightRider25;44143536]Wait, so can the Soldier's Stach and Lucky Shot be equipped together?[/QUOTE]
[QUOTE][IMG]http://cloud-2.steampowered.com/ugc/576764320541353755/DF66F65FF0992C1898D39FF1206E09F6D17D3B7D/1024x576.resizedimage[/IMG][/QUOTE]
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