[img]http://fi.somethingawful.com/images/smilies/emot-siren.gif[/img] [B][U]SourceMod is broken. Again. Hang in there while the devs develop fixes.[/U][/B] [img]http://fi.somethingawful.com/images/smilies/emot-siren.gif[/img]
Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
[quote=Valve]- Improved memory usage for Mac clients
- Fixed an exploit that allowed item nametags to go beyond the 40 character limit
- Fixed a bug where reflected rocket explosions from non-stock flamethrowers would cause the flame sound to loop
- tf_teamtalk is now on by default - the dead can talk to the living
- When you mute a player, the mute settings now apply to text chat as well as voice chat. If you want the previous behavior, change convar cl_mute_all_comms to 0.
- More weapon models are now loaded on demand to reduce overall memory usage
- Added "Enable/Disable Auto TeamBalance" votes
- Successful votes will enable/disable team player count balancing
- Use sv_vote_issue_autobalance_allowed to control if this vote is enabled on the server
- Votes not allowed in Mann vs. Machine, Medieval mode, Arena mode, Tournament Mode, or Training
- Updated rd_asteroid
- Increased overtime to 45 seconds
- Added more sound cues when overtime starts
- Dropped reactor cores now blink on the HUD when they are about to return
- Added latest art assets to blue base exterior[/quote]
Rumor has it:
- Size is ~75 MB
That autobalance vote - thank the good lords above.
Seems rather small ;/ ?
[QUOTE=wickedplayer494;46126602][img]http://fi.somethingawful.com/images/smilies/emot-siren.gif[/img] [B][U]SourceMod is broken. Again. Hang in there while the devs develop fixes.[/U][/B] [img]http://fi.somethingawful.com/images/smilies/emot-siren.gif[/img]
Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
Rumor has it:
- Size is ~75 MB[/QUOTE]
I don't see how that's a rumor. your "Rumor has it" section should be "Fun Fact".
78.2 MB, downloading it now.
- tf_teamtalk is now on by default - the dead can talk to the living
Fucking yes.
Gravetalk is finally on? I have seen hundreds of people try to talk to their team or the person who killed them in chat over the years. It was probably a good idea.
I'm still confused about that. gravetalk wasn't originally on? so originally only the enemy heard the dead? could've sworn i was already used to hearing the dead.
So did they fixed the slowed down prop animations?
New Asteroid art pass for Blue base ext
[IMG]http://puu.sh/bVT57/cb0e35808f.jpg[/IMG]
pic shamelessly stolen from tf2maps chat
[QUOTE]tf_teamtalk is now on by default - the dead can talk to the living[/QUOTE]
Excellent
- When you mute a player, the mute settings now apply to text chat as well as voice chat.
Goodbye to whom use ""funny"" binds and silly faces.
[QUOTE]- When you mute a player, the mute settings now apply to text chat as well as voice chat.[/QUOTE]
I'm [B]so[/B] happy right now.
RIP Chat spammers
[IMG]http://puu.sh/bVTes/5c68c9c727.png[/IMG]
[media]http://www.youtube.com/watch?v=usfiAsWR4qU[/media]
[editline]a[/editline]
the double ninja
Is it just me or did some weird stuff happen. I'm on a Mac and it seems their "memory usage improvement" was literally blurring the world. All textures look slightly blurry/hazy to me after a certain distance away and it's really fucking with my eyes. Also one of my fonts broke in a strange way in my custom HUD. All of the letters are misaligned with one another and clipping with them is happening.
All sounds that originate like 1000 units away from me are echoing weirdly as if I'm in a metal box constantly. The default chat font is also fucked up, which means it doesn't necessarily have to be a custom font for the weird font glitch to occur. What the hell is going on?
This what my [URL="http://i.imgur.com/XRDtWWH.png"]chat looks like[/URL] now. That's a default font by the way, I didn't mess with it at all.
Well with this fantastic update I've received the following: fucked up sentry placements, like burried in the ground, you know what I mean, Missed matched team colors, red medic healing blue heavy in my spawn, Glad to see they didn't fix the animation slowdowns.
A+ valve.
[QUOTE=Sevin;46127021]Is it just me or did some weird stuff happen. I'm on a Mac and it seems their "memory usage improvement" was literally blurring the world. All textures look slightly blurry/hazy to me after a certain distance away and it's really fucking with my eyes. Also one of my fonts broke in a strange way in my custom HUD. All of the letters are misaligned with one another and clipping with them is happening.
All sounds that originate like 1000 units away from me are echoing weirdly as if I'm in a metal box constantly. The default chat font is also fucked up, which means it doesn't necessarily have to be a custom font for the weird font glitch to occur. What the hell is going on?
This what my [URL="http://i.imgur.com/XRDtWWH.png"]chat looks like[/URL] now. That's a default font by the way, I didn't mess with it at all.[/QUOTE]
I'm getting the texture blurring too, but not the echoing sound.
[QUOTE=Sevin;46127021]Is it just me or did some weird stuff happen. I'm on a Mac and it seems their "memory usage improvement" was literally blurring the world. All textures look slightly blurry/hazy to me after a certain distance away and it's really fucking with my eyes. Also one of my fonts broke in a strange way in my custom HUD. All of the letters are misaligned with one another and clipping with them is happening.
All sounds that originate like 1000 units away from me are echoing weirdly as if I'm in a metal box constantly. The default chat font is also fucked up, which means it doesn't necessarily have to be a custom font for the weird font glitch to occur. What the hell is going on?
This what my [URL="http://i.imgur.com/XRDtWWH.png"]chat looks like[/URL] now. That's a default font by the way, I didn't mess with it at all.[/QUOTE]
Well I just got a few problems fixed.
I don't have any font issues besides text having bits hanging off or being cut off. Also some buttons that have rounded corners now look boxed. The icon on the dock looks like that too.
[QUOTE=Waffle Lord;46126811]RIP Chat spammers
[IMG]http://puu.sh/bVTes/5c68c9c727.png[/IMG]
[media]http://www.youtube.com/watch?v=usfiAsWR4qU[/media]
[editline]a[/editline]
the double ninja[/QUOTE]
I thought TF2 already muted text chat when you client side muted someone. Is it for voice command chat or something else?
I also can't see my own chat, though others can.
[QUOTE=Sevin;46128011]I also can't see my own chat, though others can.[/QUOTE]
Select yourself and another user in the mutelist, then hit the mute button. It'll unmute you and mute the other. Then unmute the other person. You can't unmute yourself individually, weirdly, which means they probably didn't intend for it to happen.
I have seen lately some complains on the popular forums about team stacking, and look like Valve have listen, with all the team balance changes, this change that aloud the dead to talk to the ones alive is somehow a way to balance this; "stackers" will be most of the time playing over some sort of voice chat software like mumble or teamspeak; in the past, probably Valve blocked dead to talk to the living so would not screw with Spies and also there is the surprise factor or Uber pushes, but this is all invalid since most of the players have access to chat with the dead with external programs, now the ground is even, but this is a silent nerf to the Spy class.
To help out the team balancing system witch would be the rules added for it ?
- If you are an Engineer with active buildings in the world that are been used by your team, you have very low chance of being team balanced.
- If you recently had completed an objective (Core / Intel / Australium / Capture point capture, pushed the Cart), you have decreased chance of being team balanced for the following minute.
- If you assassinated a key target (based on point vs objectives done/blocked) you have decreased chance of being balanced for the following minute.
- If you are a Medic, the more Uber that you have the less likely that you will be team balanced, and if you have 100%, you can't be.
- Teams with stacked class type (ex. too many Snipers); the last player to join the before mentioned stacked class have increased chance of being balanced.
- Medics that only heal one target, and [U]never[/U] heal other teamates have increased chance of being balanced based on: pocket health vs overall health of team members next to him in the moment of the balance calculation.
- Players that hang too far away from the team with low activity have increased chance of being balanced.
Anyone have more suggestions or critics ?
How about
- Autobalance is disabled when a team is close to win conditions (cart is nearing final point, countdown on Asteroid, etc.)
[quote]- Added "Enable/Disable Auto TeamBalance" votes[/quote]
This should not exist on a server without the server owner explicitly opting into it. There's simply no reason for teams to stay imbalanced in terms of numbers unless the team powers are vastly tipped (which is typical for a modified server or one with an active admin that's screwing around for fun). But knowing players, this will just result in 1 team getting horribly stacked and the team that's down players literally cannot do anything about it other than leaving the server. Attempting to call a vote doesn't help when one team has 7 votes to oppose the other team's 12 votes. Anyone that attempts to join at this point is funneled into a losing team and they either have to deal with a horrible playfield or leave the server, making the 1-sided situation even worse. It doesn't help that it's not blatantly obvious that there's a way to toggle the autobalance back on. People who aren't knowledgeable about the voting system's quirks are shit out of luck even if they're genuinely trying to get things back to roughly even terms. The vote is only worth anything when the players themselves can be trusted to balance things on their own.
[QUOTE=Mr. Jelly;46128391]How about
- Autobalance is disabled when a team is close to win conditions (cart is nearing final point, countdown on Asteroid, etc.)[/QUOTE]
That sounds like when they can be needed most. If a team is steamrolled, an autobalance may help them jump back.
[QUOTE]- More weapon models are now loaded on demand to reduce overall memory usage[/QUOTE]
Hopyfully this will prevent [URL="http://facepunch.com/showthread.php?t=1267058&p=46088238&viewfull=1#post46088238"]the stuttering[/URL] they added with their "performance" update
[QUOTE=Psychopath12;46128430]This should not exist on a server without the server owner explicitly opting into it. There's simply no reason for teams to stay imbalanced in terms of numbers unless the team powers are vastly tipped (which is typical for a modified server or one with an active admin that's screwing around for fun). But knowing players, this will just result in 1 team getting horribly stacked and the team that's down players literally cannot do anything about it other than leaving the server. Attempting to call a vote doesn't help when one team has 7 votes to oppose the other team's 12 votes. Anyone that attempts to join at this point is funneled into a losing team and they either have to deal with a horrible playfield or leave the server, making the 1-sided situation even worse. It doesn't help that it's not blatantly obvious that there's a way to toggle the autobalance back on. People who aren't knowledgeable about the voting system's quirks are shit out of luck even if they're genuinely trying to get things back to roughly even terms. The vote is only worth anything when the players themselves can be trusted to balance things on their own.[/QUOTE]
That would only be the case until a forced autobalance occurs. Plus on round end, teams even out anyway.
[QUOTE=ScarfaceCrow;46128345]I have seen lately some complains on the popular forums about team stacking, and look like Valve have listen, with all the team balance changes, this change that aloud the dead to talk to the ones alive is somehow a way to balance this; "stackers" will be most of the time playing over some sort of voice chat software like mumble or teamspeak; in the past, probably Valve blocked dead to talk to the living so would not screw with Spies and also there is the surprise factor or Uber pushes, but this is all invalid since most of the players have access to chat with the dead with external programs, now the ground is even, but this is a silent nerf to the Spy class.
To help out the team balancing system witch would be the rules added for it ?
- If you are an Engineer with active buildings in the world that are been used by your team, you have very low chance of being team balanced.
- If you recently had completed an objective (Core / Intel / Australium / Capture point capture, pushed the Cart), you have decreased chance of being team balanced for the following minute.
- If you assassinated a key target (based on point vs objectives done/blocked) you have decreased chance of being balanced for the following minute.
- If you are a Medic, the more Uber that you have the less likely that you will be team balanced, and if you have 100%, you can't be.
- Teams with stacked class type (ex. too many Snipers); the last player to join the before mentioned stacked class have increased chance of being balanced.
- Medics that only heal one target, and [U]never[/U] heal other teamates have increased chance of being balanced based on: pocket health vs overall health of team members next to him in the moment of the balance calculation.
- Players that hang too far away from the team with low activity have increased chance of being balanced.
Anyone have more suggestions or critics ?[/QUOTE]
Those are some pretty good rules, honestly I would just be happy if they setup autobalance so Engies with buildings or medics couldn't be autobalanced (unless there was 3 or more of one of those classes on the team).
[QUOTE=Prollgurke;46129592]Hopyfully this will prevent [URL="http://facepunch.com/showthread.php?t=1267058&p=46088238&viewfull=1#post46088238"]the stuttering[/URL] they added with their "performance" update[/QUOTE]
This may also theorically makes it worse. I doçn't know at which moment the game decides to load the weapon models but it shouldn't really improve the game in itself anyways. And yeah, latest "performance improvements" was almost a joke.
[QUOTE=Plaffy46;46130445]This may also theorically makes it worse. I doçn't know at which moment the game decides to load the weapon models but it shouldn't really improve the game in itself anyways. And yeah, latest "performance improvements" was almost a joke.[/QUOTE]
Oh damn, I think I got that wrong. At first I thought it means that more weapon models are loaded in the beginning now to reduce stutter, but it looks like it's vice versa. :suicide:
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