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Forums - PC Discussion - Huge TF2 update on the way

@ http://www.halflife2.net/2008/02/13/big-team-fortress-2-update-tomorrow-badlands/ 

 

"On Thursday, February 14 at 11 am PST (that's tomorrow), all PC versions of Team Fortress 2, will receive its largest update since the product was first made available on October 10, 2007, as part of Valve's best-selling Orange Box compilation. Sounds exciting eh?

The free update includes global optimizations for networking, graphics, and player statistics, plus improvements to Source TV for tournament viewing.

In addition, three of the currently available maps (Dustbowl, Granary, CTF_Well) have been iterated for enhanced performance and gameplay.

The release is headlined by the introduction of “Badlands,” a new map that pushes control-point gameplay onto vertical landscapes.

Available free to all Team Fortress 2 PC gamers around the world automatically via Steam, the full update includes the following:

Source Engine

  • Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
  • Optimized some particle systems to improve performance on some hardware configurations
  • Player stats are now sent up as they change, rather than when the player dies
  • Improved playback of sub-frame sounds
  • Fixed a crash caused by alt-tabs during map load
  • Eliminated unnecessary temporary memory allocation in scenefilecache
Team Fortress 2
  • Badlands released (yay)
  • Changes to Dustbowl
    • Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
    • Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
    • Fixed a gap behind stage 1, cap 1 house
    • Fixed a high perch on stage1 cap1 house roof
    • Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
    • Fixed a few places where rockets/demoman pipes could pass through non-solid models
    • Sealed up a gap over stage1 lower startgate
    • Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
  • Changes to Capture the Flag Well
    • Fixed trains not starting on map spawn
    • Removed cap association from red spawns that were spamming console
  • Changes to Granary
    • Removed spawn timing advantage from the middle (from -3 to 0)
    • Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
    • Fixed a few places where players could get stuck between containers and silos
    • Adjusted playerclips on red container that made it appear like players were floating
  • Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
  • Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
  • Added flamethrower "sizzle" sound when the Pyro is hitting a target
  • Updated explosion debris to be a bit darker
  • Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
  • Added ctf_well to the default mapcycle.txt file
  • Added ctf_well to the default motd.txt file
  • Fixed floor tile material type
  • Fixed some weapon damage info missing from TF2 game stats
  • Made some small changes to the Demoman viewmodel that were causing performance problems
  • Added exec'ing a .cfg file on the client when you select a class to play.
  • Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
  • Added server log entry for buildings destroyed by their owner
  • Fixed sentry gun shadows being clipped
  • Updated glass material
SourceTV
  • SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it
  • Fixed Pyro's flamethrower flames not showing up in SourceTV"

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What's this, a delay on sniper criticals? I'm sad now.  



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Awww poor snipers. Other than that looks like a good update list. Thanks for posting the info. Badlands woot!



Hi, this is Vince with Shamwow.

Snipers were unfair.



 SW-5120-1900-6153

Perhaps with getting criticals instantly, but they're a challenge to be and it's especially a challenge when you're facing a good sniper in battle while still juggling defending against other enemies.

Try facing against a good demoman or soldier who sticky bomb/rocket jump to get to the (for example) battlements on 2fort. Oh man, it's even crazier when the demoman knows how to stickybomb across the entire outside area in 2fort and rain hell on you from above. 



I was looking forward to the new official map but was a bit disappointed when I saw it was the symmetrical cp format type like Well and Granary = constant pushing forward with more firepower than teamwork.

I hope the upcoming goldrush map delivers something new.



crappy old school NES games are more entertaining than next-gen games.

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The update's out...I haven't played the new map yet.

Sounds like a linear map though? Boo. At least it's new and quality though. Goldrush sounds like an exciting mode though.



LEFT4DEAD411.COM
Bet with disolitude: Left4Dead will have a higher Metacritic rating than Project Origin, 3 months after the second game's release.  (hasn't been 3 months but it looks like I won :-p )

I was hoping for a demoman nerf. Stickies are out of control.



"The worst part about these reviews is they are [subjective]--and their scores often depend on how drunk you got the media at a Street Fighter event."  — Mona Hamilton, Capcom Senior VP of Marketing
*Image indefinitely borrowed from BrainBoxLtd without his consent.

ihira said:
I was looking forward to the new official map but was a bit disappointed when I saw it was the symmetrical cp format type like Well and Granary = constant pushing forward with more firepower than teamwork.

I hope the upcoming goldrush map delivers something new.

 in fairness they did say it was only a remake of an older map =P



To Each Man, Responsibility

I need to see this new exit in Dustbowl...



"I mean, c'mon, Viva Pinata, a game with massive marketing, didn't sell worth a damn to the "sophisticated" 360 audience, despite near-universal praise--is that a sign that 360 owners are a bunch of casual ignoramuses that can't get their heads around a 'gardening' sim? Of course not. So let's please stop trying to micro-analyze one game out of hundreds and using it as the poster child for why good, non-1st party, games can't sell on Wii. (Everyone frequenting this site knows this is nonsense, and yet some of you just can't let it go because it's the only scab you have left to pick at after all your other "Wii will phail1!!1" straw men arguments have been put to the torch.)" - exindguy on Boom Blocks