• TF2 update for 8/3/12 (8/4/12 UTC)
    47 replies, posted
[QUOTE=Maruhai;37074387]You realise all this is happening only because Valve wanted the promos to be untradable, right ?[/QUOTE] For now[sp]?[/sp]
Ugh. Anything steam related won't load for me now.
[QUOTE=Totenkreuz;37074446]Ugh. Anything steam related won't load for me now.[/QUOTE] It always happens when updates of any sizes happen.
[QUOTE=wickedplayer494;37074421]For now[sp]?[/sp][/QUOTE] Yeah for now obviously, Valve just wanted to make the genuine untradable until the release of the game, but if it takes place like this and causes bugs they could have made the promos tradable since the first day, too much trouble for only two weeks of green name exclusivity.
Meet the Pyro updated? [IMG]http://puu.sh/OpoX[/IMG] I had it downloaded and indeed watched it prior to this.
What about Maul? Do they remove Recorders in one hit?
That was a really fast nerf for the new spy sapper.
[QUOTE=Spectre1406;37074567]What about Maul? Do they remove Recorders in one hit?[/QUOTE] it was a low level change, so probably. They altered the attribute at the client level, which is independent of the weapons that use it
[QUOTE=Spectre1406;37074567]What about Maul? Do they remove Recorders in one hit?[/QUOTE] Pretty sure that since it shares attributes, there's no practical difference. The Genuine cleaver vs unique cleaver thing is because of a whitelist issue, not an attribute one.
they used schema all weird for these weapons. They made prefab weapon classes and declared them at the top of the schema. Normally they don't do this unless it's for a wide scale thing that applies to lots of items. For example "promo_item" is a prefab which makes an item uncraftable and untradeable. All promo items then extend this class and they inherit all of the prefab criteria. Then it's just changing to the "hat" prefab and it's craftable and tradable instantly. It's not meant to be used for singular weapons or to have more than basic attributes applied. I mean... yea, it works, but it's not suppose to be used like that. And in order to ensure the genuines weren't tradable they just made a dummy item that extends the prefab with no additional information. Unfortunately, the Medieval white list doesn't work from prefabs, it works from specific schema entries, so this is why we're where we are.
What about the Neon Annihilator? :v:
Oh wow, the cleaver is awesome in medieval
snip
How does the cleaver work exactly? Do you lose your melee weapon (like the Spycicle) once its thrown, and you won't have one until it regenerates? Can you pick up the cleaver to instantly get it back? How are the cleaver's physics? :V
[QUOTE=mixshifter;37074834]How does the cleaver work exactly? Do you lose your melee weapon (like the Spycicle) once its thrown, and you won't have one until it regenerates? Can you pick up the cleaver to instantly get it back? How are the cleaver's physics? :V[/QUOTE] Pretty sure it replaces the pistol and regenerates over time after throw.
[QUOTE=mixshifter;37074834]How does the cleaver work exactly? Do you lose your melee weapon (like the Spycicle) once its thrown, and you won't have one until it regenerates? Can you pick up the cleaver to instantly get it back? How are the cleaver's physics? :V[/QUOTE] It's a secondary and it works like the mad milk without splash (at least I think without splash)
hmmm the kill icon for the new sapper still only plays when it feels like it
Holy shit the cleaver's recharge time so fuckin fast
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