TF2 update released, servers not updated yet Options
Dick Cheney's Mechanical Heart
#1 Posted: : Thursday, November 15, 2007 5:29:45 PM
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It's a huge update too, took several minutes to DL at 300K/s
Razor wrote:
Killing people is good therapy.


WDF?
#2 Posted: : Thursday, November 15, 2007 5:32:00 PM
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I will update now. Just got the email.

WDF?
#3 Posted: : Thursday, November 15, 2007 5:40:18 PM
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Hey folks.

New update broke the players mod again. Simply waiting on the modder to reactivate the servers.

Hang tight.

WDF?
#4 Posted: : Thursday, November 15, 2007 5:44:57 PM
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Let's hope he updates the thing soon so we can get back to fragging. I literally walked through the door ready to TF2 it up and got hit with the update.


The good news is it did all this:

Source Engine:
- Fixed a bug in networking that would cause long stalls (up to 10
seconds) when a split packets weren't be reassembled properly, which
forced a full update to the client(s)
- General optimization to tracelines
- Fix for broken .dem file playback
- Added backward compatibility code to allow demos recorded with
protocol 12 to continue to be playable under protocol version 13
- When showing "WARNING: Connection Problem", now indicate the number of
seconds remaining before an auto-disconnect will occur
- Fixed a bug that would cause NULLNAME to be shown as the player's name
in the scoreboard for a short time.

Team Fortress 2:
- Fixed exploit where spectators could spawn into the world without
actually joining a team

Hydro map changes:
- Fixed an exploit that would allow players to jump out of the map

Granary map changes:
- Cover changes to the first capture points of both teams. Reduces some
of the sight lines for defenders, and should make the area easier to
capture
- Teams that are holding more points will receive a greater spawn time
bonus (spawn timer reduced for the winning team). This should help
attacking teams build momentum
- Minor visual tweaks to the BLU side between capture points 2 and 3
- Clipped off a super high (demo pipe jump) perch in the middle area
- Increased base round timer to 10 minutes
- Added windows overlooking the final cap from the capture point 2
building (via new room next to conveyor route)
- Minor changes to lighting in the middle area
- Moved the middle spawn points farther forward (saves 6-7 seconds off a
Heavy's run from this spawn to enemy capture point 2)
- Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on
the final cap (from 10 seconds)
- Fixed material alignment and model interpenetration issues in home
spawn rocket rooms

SourceTV:
- Increased default bandwidth rate from 5 to 8 KB/sec for spectator
clients
- Increased SourceTV demo buffer size for table class descriptions from
64 to 96KB. Team Fortress 2 was running over this
- Performance improvement for copying unreliable data buffers to
SourceTV clients
- Updated the list of events in TF2 tagged for the director to play

Business
#5 Posted: : Thursday, November 15, 2007 6:06:01 PM
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ahh ffs, thought for a sec it would include new maps, but they just updated the shitty ones.
You wanna take this to Fuck Town?
Oh gadzooks, yes!
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