Team Fortress 2, Day of Defeat Updates Released
by Maarten Goldstein, Jan 28, 2009 6:03pm PSTAs promised, a new Team Fortress 2 update is now available through Steam.The update offers a number of bug and exploit fixes. Among the changes: fixed damage dealing for the Heavy's Natascha unlockable, updated AutoTeam balancing logic, and players no longer getting stuck in the "prepare to respawn..." countdown. Some of the exploit fixes also apply to Day of Defeat: Source.Full change notes follow
Team Fortress 2
- Added percentage to UberCharge HUD panel for the Medic
- Added upgrade progress and levels to Engineer HUD panel for all buildings
- Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)
- Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map
- Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map
- Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even
- Fixed Pyro model not animating in the class menu
- Fixed players getting stuck in the "prepare to respawn..." countdown loop
- Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown
- Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit
- Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won
- Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them
- Fixed server crash when trying to load a map that contains control points with duplicate index values
- Fixed several materials warnings in the console
- Fixed "Cart.Explode" sound script entry using an unknown sound channel
- Marked the cl_bobcycle and cl_bobup ConVars as cheats
- Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers
- Fixed client "timeout on mapchange" problem
- Fixed setinfo exploit
- Marked the r_aspectratio ConVar as a cheat
- Renamed "Quick List" to "Map List"
- Removed minimum ping filter from Map List
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Comments
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The dispenser dynamic has nothing to do with the spy, so it should draw that effect whenever a cloaked spy is near.
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Some weapons also need to be looked at or reworked. Natascha for starters...something about it doesn't seem right. I think it should have an on-screen effect when you get caught in its fire such as the screen blurring. Doesn't have to be in your face, but a subtle effect like the stuff you see in Left 4 Dead would rock.
Then of course there is the Medic weapons which have not been balanced once (except for a minor change to the Kritzkrieg). The original Bonesaw and Syringe Gun are useless with their new counterparts outclassing them any day of the week. I would start by nerfing the Blutsauger to have a reduced rate of fire and the Ubersaw to be slower as well.
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This sort of thing is where Sony wins out...if they had an Orange Box anyways.
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Please let this mean a return to TFC style flag-based capture points for new maps (and preferably a few of the existing ones)
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About time! That was so annoying. :(
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