Team Fortress 2 Beta Finally Launches, Lovingly Embraced by Shack Community
by Chris Faylor, Sep 18, 2007 8:39am PDTAfter several hiccups and unexpected delays, the beta for Valve's Team Fortress 2 (PC) launched late last night. Anyone who pre-purchases the $44.99 Orange Box compilation via Steam can now play the colorful class-based multiplayer shooter, which officially releases alongside Half-Life 2 Episode Two and Portal on October 10 in PC and Xbox 360 varieties. The bundle also packs Half-Life 2 and Half-Life 2 Episode One, and will hit PlayStation 3 a bit after the other two versions arrive.
Battlefield 4 launching October 29; confirmed for Xbox One and PS4
In case you missed it, watch the Xbox One recap here
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I'm BuddyC, by the way.
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http://steamcommunity.com/id/manse
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my steam id is
http://steamcommunity.com/id/Hideaway
thanks newbomb
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Thank you for your recent purchase. The Orange Box is now available in your Steam "Games" window.
Downloading now, please to be adding me to Shack Steam Community!
http://steamcommunity.com/id/boc
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I am on Vista 32bit. core 2 quad, 7900GTX, mobo sound.
I could not even start the game once it came out (had to use -window trick) but all that changed since the latest 163.71 driver came out. It fixed all the issues. This is a MUST have driver for anyone playing TF2.
http://www.nzone.com/object/nzone_downloads_rel70betadriver.html
Also make sure to turn off motion blur. It destroys frame rate and I dont see any visual difference.
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Big Valve supporter, old gamer, played the original TF and last night I wasn't even that crushed that it wasn't out. So this morning I fire it up and what do I see? The same fucking sound stuttering issue that has plagued every Source game so far and made HL2 barely playable...
I'm speechless. This is a know issue that has affected thousands and yet its still here, I'm playing on a p4 3.0ghz, SB live, 2 gigs of ram, 6600gtOC so really, there is no excuse for a stutter every few seconds, every time it has to load a new sound...
I'm crushed as I think this will NEVER be fixed, its already been 4-5 years and they haven't done squat about it, and yes, years ago I tried the heapsize and memory management command lines, there is just something inherently wrong with Source in this respect. Maybe its a gift that Mike Dussault brought from Lithtech? LOL
Otherwise, seems like it could be fun if it wasn't 8 fps and stuttering, looks like I'm stuck playing it at work instead of working on the game I'm supposed to be developing :p
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I had it myself but I've seem to have fixed it. Obviously this may not work for everyone, but everything is better than waiting through long load times to play for 30s.
First up, I have an ATI X1600 Pro, so nVidia people can move along. Sorry.
I originally had the latest drivers for my ATI card to play QuakeWar, but when play Team Fortress 2, I constantly would freeze up. I had this problem with Half-Life 2: Episode 1 a few months back and then I remembered how I fixed it.
I had un-installed any current drivers I had and used:
Catalyst 7.5 ( http://ati.amd.com/support/drivers/xp/previous/radeon/radeonxip-cat75-xp.html ) from ATI's AMD's site. After I had installed these, I never have received a lock up since, whereas before I was getting them as often as 30s in.
Give it a shot and then post results here. I'd like to see how effective this is.
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In TFC they got a little out of hand... I could rarely turn a corner without getting spammed with 4 grenades, and nearly everyone ran the grenade spam macro for when they died. It was really just annoying.
However I think some classes in TF2 could use nades. I'd suggest demo, soldier, and HW. No fancy turret nades or multi nades, just regular one explosion nades. This would help greatly to counteract the engy + dispenser + lvl 3 sg combo. Sure a demo could toss a few nades at that but a half decent engy will set up in a good corner to where he can't be fucked with
Seriously, build a dispenser next to your SG and just stand behind it with your shotgun out... it's godmode :p And if you set up 2-3 SG's in the flag room of 2fort, ultimate defense. Unless the enemy has three people willing to go down there as spies... and even then, if the engy is there, he'll just repair the sentry before the sap does its work, and then you're screwed.
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In the Steam window, bring down the "File" menu and click Settings. Go to the "In-game" tab and uncheck "Enable Steam Community In-Game."
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nVidia nForce 680I - SLI
Intel Core 2 Quad Extreme X6700 2.66GHz
4GB Corsair TwinX 8500C5
2x nVidia GeForce 8800GTX 768MB PCIE
Creative Labs X-Fi Fatal1ity
3xWestern Digital Raptor 150GB 16MB Cache
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Engies sentry's seem too dominant to me. Especially since they got rid of nades. Spies seem the only viable counter, and they can't counter if an engie is babysitting his gun. I've tried playing as an engie to see what made a good counter and I have yet to see one. Anyone have any tips?
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Almost as glad as I was to be vomiting every two hours yesterday.
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On some servers, whenever I move into an area where fighting is going on, it freezes and judders back and forth for about 10 seconds, then all the dead bodies/gibs seem to recalculate and drop from the air to ragdoll again
Anyone have any ideas what this is or how to fix it? The 10 second freeze is a killer
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http://steamcommunity.com/id/drfunkenstein
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I am interested in joining your STEVE GIBSON SHACKNEWS TEAM FORTRESS 2 Community on the STEAM.
Here is my URL:
http://steamcommunity.com/id/kbanas
kthnxbye.
http://steamcommunity.com/id/RADON
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http://steamcommunity.com/id/kingnada
Rather than toning down the power of the shot, I suggest limiting it to 4 shots and slowing the reload. That way he can kill something in time to save himself, but he's not going to kill more than one guy every 20 seconds.
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I love being the spy:
http://www.g4tv.com/thefeed/blog/post/679362/Team_Fortress_2_Beta_Gameplay.html
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http://menkey.shackspace.com/x800pro.jpg
http://menkey.shackspace.com/8800gtx.jpg
It's sometimes pretty hard for me to tell who I'm healing when there are a lot of people in close proximity. It's also not terribly obvious when the healing stops due to the target going out of range. No such problems on the other machine. The teleporter effects also differ in the same way, but that doesn't really matter.
So, is this an Nvidia vs ATI thing, or have I broken something?
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