Team Fortress 2 Update Thread
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LOOK IT'S ADAM!!!
Havik
Young Greezy
Lord Zurkov
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Team Fortress 2 Update Thread
Ubercharged.net's forum has one of these in order to provide a centralized place to discuss new updates without flooding the forums with threads, and I see no reason why we shouldn't have one (being a TF2 clan and all).
For the first bit of news:
For the first bit of news:
Laharl Lamperouge (ubercharged.net) wrote:Kinrah (ubercharged.net) wrote:Keep an eye on Valve. Potential update.Ho god, this is happening. It's gonna be this evening, tommorow or next week.5aber;15045445 wrote:Same thing happened with the first batch of community items. This means the drop server was updated and that a big update is coming very soon.
Stupid info : Backpack's "Unknown objects" goes from boject 171 to 174. This means there's more than 3 new stuff. One of them may be a hat.
Lord Zurkov- Clan Member
- Posts : 402
Join date : 2010-01-09
Age : 33
Re: Team Fortress 2 Update Thread
*is excited*
Young Greezy- Scrim Team Captain
- Posts : 1775
Join date : 2010-01-10
Age : 57
Re: Team Fortress 2 Update Thread
Can we get this thread stickied?
The items go from #171 to greater than or equal to #184, and more than one of them are hats.
People on Ubercharged are theorizing that this'll be like the first community update.
The items go from #171 to greater than or equal to #184, and more than one of them are hats.
People on Ubercharged are theorizing that this'll be like the first community update.
Lord Zurkov- Clan Member
- Posts : 402
Join date : 2010-01-09
Age : 33
Re: Team Fortress 2 Update Thread
Added new community weapons and hats.
Updated CP_Gorge
- Added nobuilds to the awnings outside BLU's forward spawn to preventing players building up there.
- More clip work and model collision work based on community feedback.
- Fixed BLU forward spawn door appearing through roof.
Updated PLR_Pipeline
- Added new stairwell in Stage 1 and window access to both teams' platforms by main choke point to help alleviate stalemates.
- Reverted the starting position for the cart in Stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
- Fixed rare cases where stage would break when cart had no nearby capper(s).
- Fixed carts not always moving to their starting locations correctly.
- Fixed respawn times in Stage 3 not being set to the proper values.
- Fixed the map not finishing correctly in Stage 3 if the two teams capture the final point at the same time.
Removed sv_showhitboxes to avoid players confusing it with the method by which we do hit detection (see http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking for info)
"TF_ScoutWhoopee" "Whoopee Cap"
"TF_PyroMonocle" "Whiskered Gentleman"
"TF_MedicGoggles" "Ze Goggles"
"TF_MedicGoggles_Desc" "Nothing"
"TF_EngineerEarmuffs" "Safe'n'Sound"
"TF_DemomanTricorne" "Tippler's Tricorne"
"TF_SpyBeret" "Frenchman's Beret"
"TF_SniperFishingHat" "Bloke's Bucket Hat"
"TF_PyroHelm" "Vintage Merryweather"
"TF_SoldierDrillHat" "Sergeant's Drill Hat"
"TF_MedicGatsby" "Gentleman's Gatsby"
"TF_HeavyDorag" "Heavy Duty Rag"
Updated CP_Gorge
- Added nobuilds to the awnings outside BLU's forward spawn to preventing players building up there.
- More clip work and model collision work based on community feedback.
- Fixed BLU forward spawn door appearing through roof.
Updated PLR_Pipeline
- Added new stairwell in Stage 1 and window access to both teams' platforms by main choke point to help alleviate stalemates.
- Reverted the starting position for the cart in Stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
- Fixed rare cases where stage would break when cart had no nearby capper(s).
- Fixed carts not always moving to their starting locations correctly.
- Fixed respawn times in Stage 3 not being set to the proper values.
- Fixed the map not finishing correctly in Stage 3 if the two teams capture the final point at the same time.
Removed sv_showhitboxes to avoid players confusing it with the method by which we do hit detection (see http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking for info)
"TF_ScoutWhoopee" "Whoopee Cap"
"TF_PyroMonocle" "Whiskered Gentleman"
"TF_MedicGoggles" "Ze Goggles"
"TF_MedicGoggles_Desc" "Nothing"
"TF_EngineerEarmuffs" "Safe'n'Sound"
"TF_DemomanTricorne" "Tippler's Tricorne"
"TF_SpyBeret" "Frenchman's Beret"
"TF_SniperFishingHat" "Bloke's Bucket Hat"
"TF_PyroHelm" "Vintage Merryweather"
"TF_SoldierDrillHat" "Sergeant's Drill Hat"
"TF_MedicGatsby" "Gentleman's Gatsby"
"TF_HeavyDorag" "Heavy Duty Rag"
LOOK IT'S ADAM!!!- Clan Member
- Posts : 511
Join date : 2010-02-16
Age : 34
Location : Cal Poly, the real one.
Re: Team Fortress 2 Update Thread
i'm working on updating my server, i should be able to see everything that was added in the console printout
LOOK IT'S ADAM!!!- Clan Member
- Posts : 511
Join date : 2010-02-16
Age : 34
Location : Cal Poly, the real one.
Re: Team Fortress 2 Update Thread
You can get the weapons for yourself using the magic of Crafting!
The Tribalman's Shiv: Huntsman + Dead Ringer
The Scotsman's Skullcutter: Axtinguisher + Jarate
The Tribalman's shiv is a Sniper melee unlock. On hit, your opponents bleed for eight seconds (it is essentially identical to afterburn, except you can still set them on fire). The drawback is that you deal 35% less damage per hit. Critical hits still kill Spies instantly (126 damage), though.
The Scotsman's skullcutter is a Demoman melee unlock. It deals 20% more damage per hit, in exchange for 15% of your movement speed.
The Tribalman's Shiv: Huntsman + Dead Ringer
The Scotsman's Skullcutter: Axtinguisher + Jarate
The Tribalman's shiv is a Sniper melee unlock. On hit, your opponents bleed for eight seconds (it is essentially identical to afterburn, except you can still set them on fire). The drawback is that you deal 35% less damage per hit. Critical hits still kill Spies instantly (126 damage), though.
The Scotsman's skullcutter is a Demoman melee unlock. It deals 20% more damage per hit, in exchange for 15% of your movement speed.
Last edited by Lord Zurkov on 21/5/2010, 00:01; edited 1 time in total
Lord Zurkov- Clan Member
- Posts : 402
Join date : 2010-01-09
Age : 33
Re: Team Fortress 2 Update Thread
I WANT THAT SNIPER MELEE WEAPON! Why did I crafted all my spare huntsmen (all 4 of them) and dead ringer earlier today TT.TT
Re: Team Fortress 2 Update Thread
Anyone else get the new weps? I crafted them right away
UberLord- Posts : 374
Join date : 2010-04-09
Age : 28
Location : playing tf2 or gmod
Re: Team Fortress 2 Update Thread
Apparently TF2 items shows the next item you get. Apparently im getting the new scout hat.
hyce777- Clan Member
- Posts : 513
Join date : 2009-12-05
Age : 30
Location : Seattle, Washington, USA
Re: Team Fortress 2 Update Thread
Here's my backpack if anyone wnats to see it.
http://www.tf2items.com/profiles/76561198000872610
http://www.tf2items.com/profiles/76561198000872610
UberLord- Posts : 374
Join date : 2010-04-09
Age : 28
Location : playing tf2 or gmod
Re: Team Fortress 2 Update Thread
Well... you only have one hat, so I would say that no one wants to see it ;PUberLord wrote:Here's my backpack if anyone wnats to see it.
http://www.tf2items.com/profiles/76561198000872610
Re: Team Fortress 2 Update Thread
I count two + junk hats.ninji wrote:Well... you only have one hat, so I would say that no one wants to see it ;PUberLord wrote:Here's my backpack if anyone wnats to see it.
http://www.tf2items.com/profiles/76561198000872610
Lord Zurkov- Clan Member
- Posts : 402
Join date : 2010-01-09
Age : 33
Re: Team Fortress 2 Update Thread
I had three, then I crafted two engi hats because I never used him and got a soldier hat. And I have the batter's helmet. You must be crazy ninji
UberLord- Posts : 374
Join date : 2010-04-09
Age : 28
Location : playing tf2 or gmod
Re: Team Fortress 2 Update Thread
Omgosh i want the new items DAM YOU TF2 ERROR!
miht- Junior Game Admin
- Posts : 572
Join date : 2009-12-21
Age : 30
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