TF2 update Jan 14

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l3eeron
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TF2 update Jan 14

Post by l3eeron » Mon Jan 14, 2008 7:49 pm

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Added new option for medigun beam to the Multiplayer->Advanced dialog. If on, the medigun beam will stay attached to the current target without the need to hold down the fire button
* Added new option for the sniper rifle to the Multiplayer->Advanced dialog. If disabled, the sniper rifle won't re-zoom after firing a zoomed shot
* Added "nextlevel" server cvar. If set to a valid map name, server will change to that map during the next changelevel
* Fixed PerfUI being used as a type of wall-hack on servers without sv_cheats set to 1
* Reduced Granary spawn advantage for capping the middle point
* Fixed players turning into "Scout" model after lagouts (and a variety of related issues, such as disappearing doors)
* Fixed obscure crash related to resolution changing


If on, the medigun beam will stay attached to the current target without the need to hold down the fire button
So that's what all the fuss was about?

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Post by Pine » Mon Jan 14, 2008 7:55 pm

[quote="l3eeron";p="64733"]
* Fixed players turning into "Scout" model after lagouts (and a variety of related issues, such as disappearing doors)
[/quote]
LOL
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Re: TF2 update Jan 14

Post by Barrel Bomber » Mon Jan 14, 2008 7:58 pm

sounds ok doesnt semm like a whole tonne
It takes 43 muscles to frown and 17 to smile, but only 3 to pull a triger. 8)
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Re: TF2 update Jan 14

Post by [BIO] The German » Mon Jan 14, 2008 8:02 pm

Excellent, it was annoying to know that there was a Valve sponsored wallhack that worked regardless of sv_pure and sv_cheat settings.
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Re: TF2 update Jan 14

Post by Barrel Bomber » Mon Jan 14, 2008 8:13 pm

wow dint even knowtice the wallhack part....cool
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Re: TF2 update Jan 14

Post by Lets Swill » Mon Jan 14, 2008 8:17 pm

If on, the medigun beam will stay attached to the current target without the need to hold down the fire button


So that's what all the fuss was about?
The major medic update will come with the medic achievement pack Im assuming. I sure hope this isn't the game altering change :)

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Re: TF2 update Jan 14

Post by abiscuit » Mon Jan 14, 2008 8:22 pm

[quote="l3eeron";p="64733"]
* Fixed players turning into "Scout" model after lagouts (and a variety of related issues, such as disappearing doors)
* Fixed obscure crash related to resolution changing

[/quote]

About time. These two bugs have been giving me hell for the past two weeks.

Still no improved support for GeForce 8000M series though >.> I'm sick of my game randomly stopping resulting in my death because I'm standing still for one minute fixing it, yay looping sound bug.

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Re: TF2 update Jan 14

Post by DeafOfficeWorker » Mon Jan 14, 2008 9:21 pm

[quote="l3eeron";p="64733"]So that's what all the fuss was about?[/quote]

I think that's a huge improvement! :wink:
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Post by Element » Mon Jan 14, 2008 9:23 pm

I don't think that was the major improvement they were talking about though... it's just an update.

Like swill said, I think the major updates will come when the new achievements come...

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Re: TF2 update Jan 14

Post by Doktor Jones » Mon Jan 14, 2008 9:45 pm

[quote="[BIO] The German";p="64740"]Excellent, it was annoying to know that there was a Valve sponsored wallhack that worked regardless of sv_pure and sv_cheat settings.[/quote]

<offtopic>
German? WTF are you doing here?

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:D
</offtopic>


But seriously... that medic thing sounds nice, and it's always great to hear they're fixing hacks (even if it was a Valve-induced hack that should never have existed in the first place :roll:


* Yes I'm just joking, for those who don't always get jokes. I've made it my solemn duty to give the [BIO] folks crap, because I'm [LEC] and it just seems right ^_^
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Re: TF2 update Jan 14

Post by Stevo » Mon Jan 14, 2008 9:58 pm

I'm not sure if I'll use that medic option. One one hand it will reduce finger fatigue, but it also might make it more difficult to switch targets fast enough to save a critically wounded, possibly on fire, colleague. :think:

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Post by Doktor Jones » Mon Jan 14, 2008 10:04 pm

Well I'm guessing if you click again, it retargets whoever's under your crosshair. Since under the current system, you still have to lift off and re-click to target someone else, there shouldn't be much time difference. I figure I'll at least try it out :)
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Post by PantslessJedi » Mon Jan 14, 2008 11:16 pm

* Added new option for medigun beam to the Multiplayer->Advanced dialog. If on, the medigun beam will stay attached to the current target without the need to hold down the fire button

Does not work..tried it tonight. O_o
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Post by l3eeron » Mon Jan 14, 2008 11:34 pm

think you have to turn it on like fastswitch

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Post by mr_s » Mon Jan 14, 2008 11:34 pm

[quote="Doktor Jones";p="64761"]
[quote="[BIO] The German";p="64740"]Excellent, it was annoying to know that there was a Valve sponsored wallhack that worked regardless of sv_pure and sv_cheat settings.[/quote]

<offtopic>
German? WTF are you doing here?

Image*
:D
</offtopic>


But seriously... that medic thing sounds nice, and it's always great to hear they're fixing hacks (even if it was a Valve-induced hack that should never have existed in the first place :roll:


* Yes I'm just joking, for those who don't always get jokes. I've made it my solemn duty to give the [BIO] folks crap, because I'm [LEC] and it just seems right ^_^
My apologies to the [BIO] people if I've offended you in any way, I'm just trying to have a little fun

[/quote]



AHAHAHAHAHHAA...

Loved the photo!

whats LEC stand for?

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