• Feb 17 2012 - Bug fix update
    97 replies, posted
- Fixed playing incorrect sounds for The Overdose - Fixed a broken Engineer animation for The Pomson 6000 - Fixed some clipping issues with the Warrior's Spirit Who are you and what have you done with valve.
[QUOTE=Killajax;34735204]- Fixed playing incorrect sounds for The Overdose - Fixed a broken Engineer animation for The Pomson 6000 - Fixed some clipping issues with the Warrior's Spirit Who are you and what have you done with valve.[/QUOTE] They've gotten in this nice groove of fixing items let's not de-rail that train from chugging on
[QUOTE=ned_ballad;34735215]They've gotten in this nice groove of fixing items let's not de-rail that train from chugging on[/QUOTE] Next update brings some hat we have always wanted in... As well as 5 things getting broken in the process.
[quote]- Fixed Steam inventory/trading not showing the correct item level for some items - Fixed Steam inventory/trading sort order not matching the in-game backpack[/quote] It's not too late, Valve. Change it back. It'll save you a lot of trouble.
Overdose sounds only work for client side.
[QUOTE=NapyDaWise;34735062]Undocumented change : fixed the bodygroup error with heavy's gloves. No more handless heavies![/QUOTE] FINALLY!
At this rate the Loch-n-Load will be fixed by the end of 2013. Can't wait! But seriously, I'm quite happy to see that things are actually getting polished now.
[QUOTE=ned_ballad;34735028]Ha so maybe those Overdose sounds were unused for a reason. They... might be a little bit more than annoying[/QUOTE] That is the worst sound file in the game. Wow.
I wanted a G. Black Rose. A spy of style can't use unique Valve.
Still crashing as usual, and getting bug reports about vertices and indices after a crash, etc. Bummer.
still getting handless heavies. also now my viewmodels are flickering/spazzing out. also getting this new thing involving water, specifically you can see it in 2fort's water. when you're floating in it almost submerged (but not quite), a sort of fog appears above the water and all props/objects that touch the water (such as the supports of the bridge, the metal walls, the sewer cap) turn brown as if you are underwater.
[IMG]http://wiki.teamfortress.com/w/images/9/9e/Backpack_Loch-n-Load.png[/IMG] [B]THERE IS HOPE[/B]
[QUOTE=NapyDaWise;34735062]Undocumented change : fixed the bodygroup error with heavy's gloves. No more handless heavies![/QUOTE] Best part of the update. God I hated it when that ruined a [url="http://steamcommunity.com/id/bentusi_paladin/screenshot/560918546348839504?tab=public"]decent screenshot.[/url]
A bit late but here is the Pomson pre-patch [img]http://cloud.steampowered.com/ugc/612719780933029216/042E993F64F35B8ABF41A19A3C14E96EDD89D387/[/img]
I guess the fix is nice, but no way I'm gonna part with Sparkwire's old pipboy animations for the correct animations of a weapon I rarely use. :v:
A.V.A. seems to be a good game but the updates are too big.
[QUOTE=Seibitsu;34742976]A.V.A. seems to be a good game but the updates are too big.[/QUOTE] and also the rootkit
Can someone link to the new overdose sound? I [I]want[/I] to make my ears bleed, thank you very much.
[QUOTE=wakkydude;34743046]Can someone link to the new overdose sound? I [I]want[/I] to make my ears bleed, thank you very much.[/QUOTE] Well, I was going to make a replay, but it turns out the sounds don't actually play in replays for whatever reason
Hey, uh, I don't know if this is just me, but when I use the overdose and shoot it, I get this in the console. [code]SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0) D[/code]
anyone else getting a delay in weapon firing sounds? and sometimes sounds play way too early, like my scout, when i taunt with the bat, says "bonk" way before he's supposed to. edit: nvm, my snd_mixahead was changed...? weird.
do other players hear the sound? Or is it just client side?
See what happens when you mess with sounds? Everything shall crash and burn!
[QUOTE=ned_ballad;34743146]Well, I was going to make a replay, but it turns out the sounds don't actually play in replays for whatever reason[/QUOTE] They don't seem to play when other people fire either, probably for the same reason.
not sure why... they're set up just like any other sound Here's a replay... no sounds [url]http://www.youtube.com/watch?v=qURNf8Twme0&feature=youtube_gdata[/url]
For thoehose of you who want the knife, the game has a keylogger.
[QUOTE=Seibitsu;34757115]For thoehose of you who want the knife, the game has a keylogger.[/QUOTE] you're a bit late
[QUOTE=Erfly;34757133]you're a bit late[/QUOTE] Is it even fixed?
[QUOTE=ned_ballad;34745003]not sure why... they're set up just like any other sound Here's a replay... no sounds [url]http://www.youtube.com/watch?v=qURNf8Twme0&feature=youtube_gdata[/url][/QUOTE] Does the medic have parkinson's disease or why is he shaking?
[QUOTE=Seibitsu;34757115]For thoehose of you who want the knife, the game has a keylogger.[/QUOTE] GameGuard tracks your keys ONLY TO SEE IF YOU ARE CHEATING - read their privacy policy, the keys logged never leave your computer's RAM.
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