• Major Update Speculation XXVI: Much Ado About Nothing
    5,023 replies, posted
[QUOTE=TheMooseman;48216242]What was the longest time between update and email? Just curious[/QUOTE] Probably 2/6/14 when they released the update the next day [quote]We're still testing the next TF2 update, so it will not be released until tomorrow.[/quote]
Did Eric leave the TF2 team or something?
[QUOTE=ned_ballad;48216316]Did Eric leave the TF2 team or something?[/QUOTE] Or did John Shoenick left his email open?
[QUOTE=ned_ballad;48216316]Did Eric leave the TF2 team or something?[/QUOTE] What if Eric actually changed his name?
Eric got promoted
john is a cool dude personally emailed me and supported me with an issue we're in good hands
John signed the email, but Eric sent it this time What the heck lmao
Okay now they're just fucking with us! :v: [editline]15th July 2015[/editline] Here's notes too FYI: [quote=Valve]- Fixed an issue with Unusual Revolvers where the unusual effect would sometimes not disappear when the Spy would feign death, disguise, cloak, etc. - Fixed font rendering issues for Mac clients - Fixed a case where map textures would fail to load properly in compressed maps (thanks to Egan and Geit for the report and test case) - Fixed a case where Campaign Coins weren't displaying the correct stats based on the number of submitted contracts - Everyone affected by this bug has received the maximum contract points (including bonus points) for the missing contracts - Security/crash fixes (thanks to Nathaniel Theis for these reports) - Fixed a crash caused by sending malformed network data to clients and servers - Fixed an exploit that could be used to bypass sv_cheats - Fixed the Spy-cicle causing a fire-immune bubble to be displayed when the Spy is cloaked - Fixed skinned weapons not rendering properly for customers on older shader model 2.0 hardware - Fixed speed particles on the Spy not disappearing when cloaking - Added ETF2L 6v6 Season 21 tournament medals - Added numerical health value to the enemy health display in the freezecam - Reloading a weapon can no longer be triggered with '+reload' while the weapon is firing - Updated several materials to fix issues caused by mat_picmip - Updated the localization files - Updated maps - Fixed an exploit related to the final control point and dropped weapons on Badwater, Barnblitz, Borneo, and Goldrush - Fixed incorrect cube maps on Powerhouse - Updated maps have been compressed to save space - Updated Hammer tools - Fixed bspzip requiring a -game parameter while simultaneously not allowing it - Fixed bspzip -addfiles improperly handling newlines in some cases - Fixed bspzip ignoring excess arguments with no warning - Fixed bspzip help text for -extractfiles not indicating that a target directory is required[/quote]
I got a 144MB update, is that it? Payload's not broken anymore!
What is the 666th update going to be like? Hopefully it'll be for Scream Fortress 20XX
[QUOTE=TectoImprov;48216364] Payload's not broken anymore![/QUOTE] darn, I actually liked that glitch for a reason, it gave people a reason to defend the second to last point instead of going straight to last after they capture A
[QUOTE=TheLonelyDonu;48216415]What is the 666th update going to be like? Hopefully it'll be for Scream Fortress 20XX[/QUOTE] [QUOTE]Updated the localization files Fixed a bug that happens once in a blue moon to 0,01% of the players[/QUOTE]
hah. giant revolver nerf. have fun spies
I like John "Shoedick" Schoenick already, it's refreshing to see some tf2devs goofing off without taking a 2 week vacation
Only 13 more updates till 519! :v:
Finally! I can read the text in game and not have it all in the main large font that refuses to scale down.
Yay Valve listened to my email [t]http://i.imgur.com/qxwWmSm.jpg[/t] [t]http://i.imgur.com/IHHOsaS.jpg[/t] [t]http://i.imgur.com/rSWLpmL.jpg[/t] Powerhouse looks beautiful now
[QUOTE=Hell-met;48216445]hah. giant revolver nerf. have fun spies[/QUOTE] what?
[QUOTE=chandlerj333;48216706]what?[/QUOTE] They fixed reloading while firing in order to reload faster.
[QUOTE=_charon;48216715]They fixed reloading while firing in order to reload faster.[/QUOTE] Which always used to drive me insane.
it's not just the early reload. there's now a large delay between the last shot and the allowed reload time. remember how the game eventually auto-reloads (after a short while) if you hold down fire? it's pretty much like that everytime but twice as worse.
~6 MB update, anyone else?
[QUOTE=Noxios;48217139]~6 MB update, anyone else?[/QUOTE] I know it's not SteamVR because I got that installed just to stop false alarms.
Dummy updates to build up to the 519th update? V:v:V
for some reason after the latest update I can't download any maps I have sv_downloadallshitwhatever enabled, but I can't join any vsh servers now! [t]http://images.akamai.steamusercontent.com/ugc/441701256329056177/ED4FB959193672155A039D40DFBD3672618B03F6/[/t]
[QUOTE=Hero Light;48217620]for some reason after the latest update I can't download any maps I have sv_downloadallshitwhatever enabled, but I can't join any vsh servers now! [t]http://images.akamai.steamusercontent.com/ugc/441701256329056177/ED4FB959193672155A039D40DFBD3672618B03F6/[/t][/QUOTE] Looks like someone farms their stranges. Hey actually how come they never made strange kills only count on a valve server? if they can make contracts and map filter parts do the same thing I really do not see why not
[QUOTE=Power Glove;48219528]Looks like someone farms their stranges. Hey actually how come they never made strange kills only count on a valve server? if they can make contracts and map filter parts do the same thing I really do not see why not[/QUOTE] Cause some people cannot stand the idiocy of valve servers and try to find decent fun games on a community server where generally more intelligent players flock to. It's kind of sad that the ability to use the server browser is a sign of intelligence in this game -.-.
[QUOTE=Power Glove;48219528]Looks like someone farms their stranges. Hey actually how come they never made strange kills only count on a valve server? if they can make contracts and map filter parts do the same thing I really do not see why not[/QUOTE] I'd like to see a 'competitive mode' on strangers when it's released so it only records kills recieved in competitive games.
I might be late with this since someone on FP I can't remember already said that these were fixed, but Jesus Tap-dancing Christ, they actually fixed/improved the Scottish Resistance and Sticky Jumper viewmodels, which were two of the most butchered victims of the change to c_models!!! They're now actually as detailed as the stock Sticky Launcher they're heavily based on - properly round drum magazine, the animated handle to the side, seemingly higher-res textures, the Jumper's muzzle is now actually round and not octagonal like it used to be etc. Just a pet peeve of mine that irritated me for years, they converted the stock SL to a c_model first-person view without any major loss in model quality, while the SR and the SJ just had weirldy low-poly and bulky magazines that weren't even round, and overall had noticeably less detail.
[QUOTE=Valve]- Added numerical health value to the enemy health display in the freezecam[/QUOTE] Fuck yeah! I've wanted this for YEARS. I know lots of community servers have a plugin to tell you your killer's remaining health in the text feed, but this will make Valve servers much more bearable.
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