Team Fortress 2 Update Released
October 09, 2010
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Team Fortress 2
Team Fortress 2
- Fixed an exploit that allowed people to bypass the Gloves of Rushing Urgentlys damage taking penalty
- Made the following items nameable: Mildly Disturbing Halloween Mask, Ghastly Gibus, Soldiers Medal, Honest Halo, Golden Wrench, Mann Co. Cap, Polycount Pin
- Fixed a case where some clients where timing out while accessing the store
Team Fortress 2 and Counter-Strike: Source Updates Released
October 07, 2010
Updates to Team Fortress 2 and Counter-Strike: Source have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Shared Changes (CS:S, DoD:S, TF2, HL2:DM)
Team Fortress 2
Counter-Strike: Source
Shared Changes (CS:S, DoD:S, TF2, HL2:DM)
- ServerBrowser now sorts by ping by default once again.
- Fixed Mac crash on launch when running Mac OSX 10.5.8.
- Fixed spectator bug where spectating a Sniper looking through scope didn't zoom fov
Team Fortress 2
- General Fixes
- Fixed an issue that caused some old demos to crash.
- The server browser now sorts by ping by default.
- The Trading dialog now starts with the chat window having focus.
- Fixed a bug that caused overheal to not work properly.
- Fixed the Sandvich cooldown not occurring when the Heavy is hurt.
- Fixed the Heavy's hands being invisible.
- Soldiers no longer maintain their rage level when changing loadout.
- Alerts now sort on top of achievement status.
- Prevented a bad state occurring when someone tried to trade with themselves.
- Fixed a dueling related crash caused by custom scoreboard UIs.
- Fixed players not being able to set their default FOV correctly.
- Fixed being unable to equip customized shotguns & pistols on some classes.
- Improved the explanation of the item set bonus in set item descriptions.
- Fixed a bug where items with particle systems would show up at the player's feet or pelvis.
- Fixed the wrench number for the Golden Wrench not displaying properly.
- Fixed the medal number for the Gentle Manne's Service Medal not displaying properly.
- Fixed client seeing incorrect message when changing team while participating in a duel.
- Fixed an issue that caused some old demos to crash.
- Economy Changes
- Added Remove Name and Remove Paint features.
- Achievement items and store promotion items are now usable in crafting.
- Gifted items are now craftable and tradable.
- Attempting to craft a non tradable item will result in a warning that the items produced by the craft will also be marked as non tradable.
- Community, Self-Made, and Valve items are not tradable or usable in crafting.
- Changed "Not Craftable" description to "Not Usable in Crafting" to increase clarity.
- Added Remove Name and Remove Paint features.
- Item Changes
- The TF badge on the Glengarry Bonnet is no longer team colored.
- Restored the missing PDA2 Slot Token.
- Restored the appearance of the Tippler's Tricorne to the version prior to the Mannconomy Update. This item is now paintable.
- Added a new paintable hat, the 'Rimmed Raincatcher' that has a new Tricorne style appearance.
- The Earbuds are now nameable.
- Duel fixes:
- Fixed Dueling badges using the wrong texture.
- Fixed an issue where dueling stats did not show up on dueling badges above Bronze.
- During a duel, the Dueling mini-game item used to initiate the duel cannot be deleted, traded or crafted.
- The following hats now allow the paint to affect their color more (colors should not be washed out):
- The Pugilist's Protector, The Hard Counter, The Bombing Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking Helm, Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow Belt, Killer's Kabuto, Backbiter's Billycock
- The Pugilist's Protector, The Hard Counter, The Bombing Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking Helm, Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow Belt, Killer's Kabuto, Backbiter's Billycock
- Dueling Mini-Game now drops with 5 uses.
- Fixed Dueling badges using the wrong texture.
- The TF badge on the Glengarry Bonnet is no longer team colored.
- Weapon Changes
- The Battalion's Backup no longer gives rage for falling damage.
- The Shortstop is now affected by tf_use_fixed_weaponspreads.
- The Gloves of Running Urgently now using the boxing taunt and boxing glove weapons are now of the type "Boxing Gloves" instead of "Fists."
- Your Eternal Reward no longer disguises the Spy if the victim survives the backstabbing attempt (because of Ubercharge, The Razorback, etc)
- Your Eternal Reward no longer disguises the Spy if they are carrying the flag.
- The Holy Mackerel no longer displays a fish hit message when a Spy disguised as the attacker's team is hit.
- The Holy Mackerel no longer triggers other death events (like achievements or stats mods) improperly.
- The Sydney Sleeper no longer penetrates targets.
- The Sydney Sleeper no longer randomly crits.
- Milk will no longer spray from the barrels of other Scout weapons when switching from the Mad Milk.
- The Battalion's Backup no longer gives rage for falling damage.
Counter-Strike: Source
- Fixed a bug where the player crouching/standing animations were delayed until after (from the player's local viewpoint).
- Changed the way that scope zooming works so that it is no longer affected by client-server latency, and zooming begins immediately for the local player. This fixes an issue that would give an advantage to lower ping players and penalize higher ping players.
- Fixed animation problem caused by aborting bomb plant by switching weapons (crab walk).
- Crosshairs now have customizable size, thickness, and color:
- cl_crosshairsize specifies the size of the crosshair in pixels at 640x480 resolution
- cl_crosshairthickness specifies the thickness of the crosshair in pixels at 640x480 resolution
- The crosshair now scales proportionately for all screen resolutions. This replaces the old scaling behavior, and the cvar cl_crosshairscale is no longer used. Players can revert to old crosshair behavior by setting cl_legacy_crosshair_scale to 1.
- Setting cl_crosshaircolor to 5 enables the use of custom crosshair colors, specified by cvars cl_crosshaircolor_r, cl_crosshaircolor_g, and cl_crosshaircolor_b.
- The default of cl_crosshairuseapha has been changed to 1. Alpha blending makes the crosshair much more visible on new HDR maps, and it is recommended that existing players enable this setting manually or through the options interface (Multiplayer->Crosshair appearance->Translucent).
- Cvar cl_legacy_crosshair has been renamed to cl_legacy_crosshair_recoil for consistency.
- cl_crosshairsize specifies the size of the crosshair in pixels at 640x480 resolution
- Fixed inverted translucency preview on crosshair configuration panel.
- Removed the ability for players to temporarily stand on and jump from thrown grenades and jumping players. Legacy behavior can be enabled by setting sv_enableboost to 1.
- Fixed issue with players stacking on ladders. Players are no longer prevented from moving off a ladder when they are in contact with a player beneath them.
- Fixed UI issue causing Steam dialog boxes to be unreadable over certain backgrounds.
- Fixed a bug which allowed players to move the bomb with +use when sv_turbophysics was enabled.
- Fixed a bug that caused crosshair to expand when attempting to fire an empty gun or when holding trigger on pistols.
- Players are no longer kicked for team killing during mp_spawnprotectiontime if mp_autokick is not enabled.
- Fixed a bug which caused incorrect FoV on zoomed sniper rifles after reload.
- Fixed FoV on wide-screen display modes.
- Fixed a bug which caused incorrect zoom for a spectator watching a player with a sniper rifle.
- Fixed a crash that could occur if a player disconnected shortly after attacking a bot.
- Bomb icon now has priority over dominated/dominating icon on scoreboard.
- Deathcam now allows a short period of camera movement (matching pre-OB behavior) when a player dies.
- Bots now use distinct Terrorist and Counter-Terrorist icons on the scoreboard, voice indicators, end of match, and freeze panel.
- The round clock on the spectator UI is now replaced with a bomb icon after the C4 has been planted.
- Fixed a bug which caused models to occasionally appear non-animating when cl_minmodels and low violence mode were both enabled.
- Fixed the Buy Menu not taking into account the discounted price for Kevlar + Helmet if you already have Kevlar (not damaged) or a Helmet.
- Fixed cases where flashbang was not visible but still blinded the player.
- Reduced blindness amount when looking away from a flashbang.
- Added a checkbox to the Options->Audio dialog to control muting the audio when the game window is in the background.
- Fixed crash in custom maps using the trigger_camera entity.
Left 4 Dead 2 Items For TF2!
October 06, 2010
<a href="http://www.l4d.com/sacrifice/index3.html#tf2_content_container"><img src="http://www.l4d.com/blog/images/posts/068/whitaker_blog.jpg"></a>
To clarify, if you purchase, or have purchased, Left 4 Dead 2 prior to Thursday, you'll get these items in TF2. So whether you bought L4D2 yesterday or last year, you're all set. The items should show up for you in TF2 over the next couple of days.
To clarify, if you purchase, or have purchased, Left 4 Dead 2 prior to Thursday, you'll get these items in TF2. So whether you bought L4D2 yesterday or last year, you're all set. The items should show up for you in TF2 over the next couple of days.
Left 4 Dead 2 Items For TF2!
October 06, 2010
Mann-Conomy F.A.Q.
September 30, 2010
We've been getting some emails asking a lot of the same questions answered on the <a href="http://www.teamfortress.com/mannconomy/FAQ/">Mann-Conomy F.A.Q.</a>, so we thought we'd go ahead and send the link around again for those who missed it.<br />
Mann-Conomy F.A.Q.
September 30, 2010
We've been getting some emails asking a lot of the same questions answered on the Mann-Conomy F.A.Q., so we thought we'd go ahead and send the link around again for those who missed it.
Probably not a big deal, but...
September 30, 2010
One of the interesting side effects of shipping free updates for Team Fortress 2 over the years has been a large and devoted group of people who write us asking if they can simply buy game items directly. We also get regular feedback from the bean counters on our fourth floor, who -- after watching with tooth-grinding irritation as we shipped over 120 free updates to a three-year-old game -- gently suggested that we "make some f$*&ing money already."
Then it hit us: it'd make everybody happy if we really DID let players buy items directly. Players'd be happy because we actually listened to them for once, and the bean counters would be happy because in-game stores are the future of everything, including making some f$*&ing money already.
<a href="http://www.teamfortress.com/mannconomy"><img src="http://www.teamfortress.com/images/posts/mannconomy_update.jpg" width="420" height="282" border="0"></a>
Flash forward a few months, and we're proud to introduce the <a href="http://www.teamfortress.com/mannconomy">in-game Mann Co. Store</a>. And, because we'd hate to satisfy the bean counters completely, we've decided community item contributors will get paid based on the sales of their items. So you can make some f$*&ing money already too.
Now, I'm sure you have dozens of questions, so just this once we put together a nifty <a href="http://www.teamfortress.com/mannconomy/FAQ">F.A.Q.</a> Of course the best way to find out more is to fire up the game yourself and check out the new Mann Co. Store for yourselves!
Then it hit us: it'd make everybody happy if we really DID let players buy items directly. Players'd be happy because we actually listened to them for once, and the bean counters would be happy because in-game stores are the future of everything, including making some f$*&ing money already.
<a href="http://www.teamfortress.com/mannconomy"><img src="http://www.teamfortress.com/images/posts/mannconomy_update.jpg" width="420" height="282" border="0"></a>
Flash forward a few months, and we're proud to introduce the <a href="http://www.teamfortress.com/mannconomy">in-game Mann Co. Store</a>. And, because we'd hate to satisfy the bean counters completely, we've decided community item contributors will get paid based on the sales of their items. So you can make some f$*&ing money already too.
Now, I'm sure you have dozens of questions, so just this once we put together a nifty <a href="http://www.teamfortress.com/mannconomy/FAQ">F.A.Q.</a> Of course the best way to find out more is to fire up the game yourself and check out the new Mann Co. Store for yourselves!
Probably not a big deal, but...
September 30, 2010
One of the interesting side effects of shipping free updates for Team Fortress 2 over the years has been a large and devoted group of people who write us asking if they can simply buy game items directly. We also get regular feedback from the bean counters on our fourth floor, who -- after watching with tooth-grinding irritation as we shipped over 120 free updates to a three-year-old game -- gently suggested that we "make some f$*&ing money already."
Then it hit us: it'd make everybody happy if we really DID let players buy items directly. Players'd be happy because we actually listened to them for once, and the bean counters would be happy because in-game stores are the future of everything, including making some f$*&ing money already.

Flash forward a few months, and we're proud to introduce the in-game Mann Co. Store. And, because we'd hate to satisfy the bean counters completely, we've decided community item contributors will get paid based on the sales of their items. So you can make some f$*&ing money already too.
Now, I'm sure you have dozens of questions, so just this once we put together a nifty F.A.Q. Of course the best way to find out more is to fire up the game yourself and check out the new Mann Co. Store for yourselves!
Then it hit us: it'd make everybody happy if we really DID let players buy items directly. Players'd be happy because we actually listened to them for once, and the bean counters would be happy because in-game stores are the future of everything, including making some f$*&ing money already.

Flash forward a few months, and we're proud to introduce the in-game Mann Co. Store. And, because we'd hate to satisfy the bean counters completely, we've decided community item contributors will get paid based on the sales of their items. So you can make some f$*&ing money already too.
Now, I'm sure you have dozens of questions, so just this once we put together a nifty F.A.Q. Of course the best way to find out more is to fire up the game yourself and check out the new Mann Co. Store for yourselves!
Team Fortress 2 Update Released
September 30, 2010
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Team Fortress 2
Engine (CS:S, DoD:S, TF2, HL2:DM)
Other Games
Team Fortress 2
- Added the Mann-conomy.
- Added 65 new items (hats, weapons, tools, minigames, gifts, crates).
- Added the Mann Co. Store & Catalog.
- Added Trading.
- Added Item customization.
- Added 65 new items (hats, weapons, tools, minigames, gifts, crates).
- Additional TF2 features
- Added new auto-team-scramble system:
- Set mp_scrambleteams_auto to 1 (default) to automatically scramble the teams if the criteria is met
- Set mp_scrambleteams_auto_windifference to set the number of round wins a team must lead by in order to trigger an auto scramble (default is 2)
- Set mp_scrambleteams_auto to 1 (default) to automatically scramble the teams if the criteria is met
- Updated how Spy disguise targets are selected to more randomly distribute the selections
- Fixed the FreezePanel background not using the correct color if you were killed by a player or building on your own team
- Server browser tweaks
- It will now encourage you to add servers to Favorites or Blacklists after you have a good/bad experience on them.
- The Server Browser now automatically closes after successfully connecting to a server (opt-out via the Options-Multiplayer->Advanced dialog)
- It will now encourage you to add servers to Favorites or Blacklists after you have a good/bad experience on them.
- Added new auto-team-scramble system:
- Achievement tuning
- Demoman achievement "The Stickening" changed to 3 from 5.
- Heavy achievement "Krazy Ivan" changed to 50 from 100.
- Medic achievement "Consultation" changed to 3 from 5.
- Medic achievement "Peer Review" changed to 10 from 50.
- Medic achievement "Placebo Effect" changed to 2 from from 5.
- Medic achievement "FYI I am A Medic" changed to 1 from 5.
- Medic achievement "Family Practice" changed to 5 from 10.
- Soldier achievement "Geneva Contravention" changed to 3 from 5.
- Scout achievement "Strike Zone" now counts assists.
- Scout achievements "Fall Classic" and "Foul Territory" are fixed.
- Demoman achievement "The Stickening" changed to 3 from 5.
Engine (CS:S, DoD:S, TF2, HL2:DM)
- Added sv_alltalk to the list of convars that are checked for the sv_tags list.
- Fixed a model instance crash.
- Removed engine ConVar "r_ForceRestore"
Other Games
- Half-Life 2: Deathmatch
- Updated to run on the Orange Box engine with CS:S, DoD:S, and TF2
- Updated to run on the Orange Box engine with CS:S, DoD:S, and TF2
Bidwell's Big Plan
September 30, 2010
<a href="http://www.teamfortress.com/bidwells_big_plan/"><img src="http://www.teamfortress.com/images/posts/saxton_smash.jpg" width="420" height="485" border="0"></a>
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