The Warring States of NPF

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-   -   Update on TF2 (http://www.nuklearforums.com/showthread.php?t=35982)

Jagos 09-15-2009 10:11 PM

Update on TF2
 
Quote:

Engine
--If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set


Additions / Changes
Backpack improvement
--Added support for 100 slots in the backpack
--Backpack can now be sorted by type
--Multi-selection in the backpack is now done by holding down the Ctrl key

Heavy Changes
--Alt-fire on the Sandvich now drops sandviches
--A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
--A Heavy can regain his sandvich by collecting a healthkit while already being at full health
--Eating a sandvich using the taunt method now heals a Heavy to full health
--Dropped sandviches heal 50% of the collector's health

Medic regen changes
--Base regen amount increased from 1/sec to 3/sec
--Regen amount increase since time of last damage decreased from 3x to 2x
----End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec

Blutsauger
--Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
--Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec

General
--Added "mp_windifference" server ConVar (default to 0)
--When set to X, matches will be considered won if a team gets X points ahead of the other team
--Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
--Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
--Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog. If set (default), it'll show non-standard items being carried by the player you're spectating

Tournament mode changes
-New item whitelist allowing tournaments to control what items can be used by players
-Added "item_whitelist_example.txt"
-Added "item_show_whitelistable_definitions" command to get a list of whitelistable items
-Added Tournament mode Spectator HUD
-Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog. This shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
- Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
-Changed idle player check to include spectators & players who haven't chosen a team


Bug Fixes

--Fixed explosive radius detection using an axially aligned box instead of a sphere. Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
--Grenades/Pipes radius change: 132->159
--Rocket radius change: 121->146
----End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant

Class Changes
-Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
-Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
-Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
-Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
-Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged

Wearables Changes
-Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
-Fixed wearables not destroying their attached particles when they're removed

Programming
--Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned
-Fixed several player & viewmodel simulation issues that occurred when the game was paused
-Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2


Community Requests

--Added the entindex() of the object being built to the "player_builtobject" game event
-Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
-Added IgnitePlayer input to TFPlayer
So explosions are a little more powerful with the Heavy getting to drop a sandvich. Intriguing...

Mirai Gen 09-16-2009 01:28 AM

Base regen of medic boosted and taunt-to-full-health sandvich? Christ almighty Valve I've been asking for that forever.

BB 09-16-2009 10:33 AM

The wording on the medic is a little odd, is it basically saying blutsauger users regen at the rate they always have, while peeps with the needlegun get faster regen?

Not too bad, that gives some reason to use needlegun now. Not that I'll be switching!

01d55 09-16-2009 08:44 PM

Math! It's fun-demental!
 
Quote:

Originally Posted by Babybahamut (Post 969822)
The wording on the medic is a little odd, is it basically saying blutsauger users regen at the rate they always have, while peeps with the needlegun get faster regen?

Not too bad, that gives some reason to use needlegun now. Not that I'll be switching!

Needlegun medics regen 3-6, Blutsauger users 1-4. Pre-patch all medics regenerated from 1-3.

mauve 09-16-2009 09:28 PM

Oh good, they fixed the Tell-Tale Halo Glow. As amusing as it is watching halos magically float around the field, I'm sure spies and roll-the-dice players will appreciate the fix. I wonder if this also applies to the floating aura left after a halo-wearer dies?

Revising Ocelot 09-16-2009 10:00 PM

Sandvich is restoring 300 health even with a normal mouse click. Fun!

Aerozord 09-16-2009 10:51 PM

I wasn't aware there was ever a differance

Mirai Gen 09-17-2009 12:18 AM

It used to do like 150ish I think. I recall using it repeatedly to get to full health, which was kind of dumb because it'd always be like one and a tenth of a sandvich but I'd have to sit through the whole animation.

Aerozord 09-17-2009 12:24 AM

not the health I mean the effect. Doesn't taunt sandvich and weapon sandvich take the exact same amount of time. Why not always go with the full heal

Mirai Gen 09-17-2009 01:03 AM

I'm not sure, haven't logged in yet. But I'm thinking this is more of Valve's nearsightedness.


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