• TF2 update for 6/20/14
    9 replies, posted
Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]: [quote=Valve]- Fixed a client crash related to the B.A.S.E. Jumper - Updated the prioritization method used when choosing which partner taunt to join such that players under the crosshair will have the highest priority. - Fixed The Classic scope not being drawn correctly in DirectX 8 - Fixed the Tide Turner and Chargin' Targe doing impact damage at any range - Fixed the Tide Turner refilling the Charge meter on any decapitation - Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine - Fixed Lugermorph animations[/quote] Rumor has it: - Size is ~25 MB
I am slowly coming to terms with the updates :v
what was wrong with lugermorph animation?
[QUOTE=Revolver Osha;45170162]what was wrong with lugermorph animation?[/QUOTE] The model wasn't rigged to the new animations, causing it to freak out while reloading and it didn't spin on the engineer draw. And they still haven't fixed the pocket pistol's broken smoothing.
EDIT: the old mod broke stuff nvm EDIT2: LAWD YES THE SPIN IS BACK
-ninjad- Though I was wondering that the charge bash and the any kill were glitches.
- Fixed the Tide Turner and Chargin' Targe doing impact damage at any range Now fix Bash & Slash, for fuck's sake it's been 3 years of this bullshit. Speaking as someone who's avidly used the close combat kit since its dawn in 2009, being able to pump out 195 from any range with zero planning is just dumbing down the subclass's picking capabilities.
Oh man... I knew the Targe was getting too many kills. Now I'm sad it won't anymore...
[QUOTE=Axem Blue;45170175]EDIT: the old mod broke stuff nvm Still doesn't spin on Engineer, but I guess that was intentional.[/QUOTE] Spins for me.
The Pocket Pistol is still blocky and ugly to look at.
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