Team Fortress 2, Day of Defeat: Source and Counter-Strike: Source Beta Update Released

May 28, 2010

Updates to Team Fortress 2, Day of Defeat: Source and Counter-Strike: Source Beta have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

GameUI
  • Fixed the desktop resolution not appearing in the list of valid resolutions when using windowed-mode.

Server Browser
  • Fixed a crash caused by leaving the server browser open while playing.

Engine
  • Added client/server version check on client connect.
  • Fixed a crash caused by hitting ctrl-alt-del while playing.

Counter-Strike: Source Beta
  • Added sv_disablefreezecam cvar to turn off the freezecam on a server.
  • Added sv_nonemesis cvar to turn off domination/revenge on a server.
  • Added sv_nomvp cvar to turn off MVP stars on a server.
  • Added sv_nostats cvar to turn off stats on a server.
  • Added avatar images to the scoreboards.
  • Added stats report to scoreboard to show whether a server has stats enabled or not.
  • Fixed achievement tab so it now updates at the time you earn an achievement.
  • Fixed bug causing achievements to be listed as earned in July 2009.
  • Fixed issue where you couldn’t chat during intermission.
  • Fixed player stutter while moving in water.
  • Fixed player stutter when running into other players.
  • Fixed issue that caused footsteps to play when walking.
  • Fixed miscellaneous consistency, spelling and grammatical errors in the string tables.
  • Fixed grenade velocity problems.
  • Updated a few audio effects.
  • Updated scoreboard
    • Changed layout to make it more readable.
    • Changed scoreboard opacity to make the action behind it more readable.
    • Supports Unicode and lowercase letters.
    • Grayed out the names of dead players.

Team Fortress 2
  • Added community submitted deathnotice icons for the community submitted weapons.
  • Changed the deathnotice text color to use black instead of white when the local player is involved.
  • Fixed domination/revenge messages not using team colors for the player names.
  • Fixed an issue where sequences with an activity weight of 0 never get selected.
  • Updated Koth_Nucleus:
    • Changed side spawn exits to prevent sniping from inside the spawn door.
    • Fixed graphical glitch on platform floor.
    • Fixed blue-colored models in RED area.
  • Updated Tc_Hydro:
    • Added respawn time advantages when a team begins to cap any point. Resets when the cap progress resets.
    • Fixed various nobuild and playerclip issues reported by the community.
    • Removed logic that reduced spawn times based on roundtime.

Danke, my hard-hatted friend!

May 24, 2010

<a href="http://www.polycount.com/team-fortress-2-polycount-pack/"><img src="http://www.teamfortress.com/images/posts/polycount.jpg" width="420" height="188" border="0"></a>

After slaving away for over a year, the fine folks at <a href="http://www.polycount.com/" class="standardLink">Polycount</a> have unveiled their new community site for video game artwork. Given that a year is roughly the time it takes for us to post a blog update, you can imagine our immediate and deeply-held suspicion that they probably used magic. Possibly black magic. I won't bore you with the details, but long story short, we immediately raced to their office, armed with holy water and fire, to confront them. Several police officers informed us that we were mistaken, and then made us apologize to the wizards, and then made us stop calling them wizards.

At any rate, to help celebrate, we've teamed up with them to run <a href="http://www.polycount.com/team-fortress-2-polycount-pack/" class="standardLink">The Polycount Pack</a> contest. Whether you're a modeler who's submitted work to the <a href="http://www.teamfortress.com/contribute/" class="standardLink">Contribute page</a> already, or a beginner looking for a great community to give you useful feedback, this contest is the thing you're looking for.

And guess what: If you're not a modeler, you're even <i>luckier</i>. Why? You don't have to do <strong>anything at all</strong>, and you'll still be getting free content from <del>suckers</del> your fellow players.

Remember, if you see someone carrying one of these "self-made" items, make sure you thank them for their work! (But then, of course, shoot them.)

Danke, my hard-hatted friend!

May 24, 2010



After slaving away for over a year, the fine folks at Polycount have unveiled their new community site for video game artwork. Given that a year is roughly the time it takes for us to post a blog update, you can imagine our immediate and deeply-held suspicion that they probably used magic. Possibly black magic. I won't bore you with the details, but long story short, we immediately raced to their office, armed with holy water and fire, to confront them. Several police officers informed us that we were mistaken, and then made us apologize to the wizards, and then made us stop calling them wizards.

At any rate, to help celebrate, we've teamed up with them to run The Polycount Pack contest. Whether you're a modeler who's submitted work to the Contribute page already, or a beginner looking for a great community to give you useful feedback, this contest is the thing you're looking for.

And guess what: If you're not a modeler, you're even luckier. Why? You don't have to do anything at all, and you'll still be getting free content from <del>suckers</del> your fellow players.

Remember, if you see someone carrying one of these "self-made" items, make sure you thank them for their work! (But then, of course, shoot them.)

Team Fortress 2 Update Released

May 21, 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
  • Moved the "Whiskered Gentleman" to the Misc loadout slot

Team Fortress 2 Update Released

May 21, 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
  • 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)

Team Fortress 2 and Counter-Strike: Source Beta Update Released

May 20, 2010

Updates to Team Fortress 2 and Counter-Strike: Source Beta have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Engine
  • Improved crash reporting system to enable more detailed crash reports
  • Fixed a client crash caused by a buffer overflow while processing temp entities

Counter-Strike: Source Beta
  • Fixed not being able to add bots to the game using the Create Server dialog
  • Fixed some movement ConVars to match the current Counter-Strike: Source settings for default values and flags
  • Fixed several rubberbanding/stuttering issues with objects and players
  • Fixed several ConVars (sv_accelerate, maxspeed, etc.) being hidden
  • Fixed bloom problems
  • Fixed a server crash caused by malformed client autobuy string
  • Fixed developer console output being on by default
  • Fixed "Report Bug" in the main menu not working
  • Fixed the missing icon for the desktop shortcut
  • Fixed the "rebuy" command not buying the correct items depending on the order they were purchased in
  • Fixed the clock image in the spectator HUD being clipped

Team Fortress 2
  • Fixed a case where the Spy could start taunting and cloak at the same time
  • Flamethrower changes
    • Increased base damage 10%
    • Afterburn duration increased (from 6 to 10)
    • Flares that hit a burning player at mid-to-long range will crit
    • Reduced Backburner damage bonus from 20% to 15%

All I can tell you about this next procedure is that it will be excruciating.

May 19, 2010

<img src="http://www.teamfortress.com/images/posts/pyro-changes.jpg" width="420" height="194" border="0">

We're going to ship an update with another small set of Pyro changes this week. Like our previous update, our goal is to increase the degree to which skill can make a difference between two Pyro players. We received a bunch of useful feedback after the last update, and we think we've managed to address most of it, without removing the skill-based additions. As always, play with it for a bit, and then let us know what you think.

While we've been mucking about with game balance, Mister Royzo has unveiled his latest round of creations over on his <a href="http://www.alphastudiossoftware.nl/fancy_vs_nasty/" class="standardLink">Fancy vs Nasty Update</a> page. Go take a look, and try not to melt his web server down.

All I can tell you about this next procedure is that it will be excruciating.

May 19, 2010



We're going to ship an update with another small set of Pyro changes this week. Like our previous update, our goal is to increase the degree to which skill can make a difference between two Pyro players. We received a bunch of useful feedback after the last update, and we think we've managed to address most of it, without removing the skill-based additions. As always, play with it for a bit, and then let us know what you think.

While we've been mucking about with game balance, Mister Royzo has unveiled his latest round of creations over on his Fancy vs Nasty Update page. Go take a look, and try not to melt his web server down.

Gotta move that gear up!

May 14, 2010

In between obsessing over hats, we've been trying to keep up with all the neat things the community is doing.
<ul>
<li>The fantastic folks over at <a href="http://www.tf2maps.net/" class="standardLink">TF2maps.net</a> have unveiled the results of their latest community mapping challenge: <a href="http://compctf.tf2maps.net/" class="standardLink">The Competitive CTF Contest</a>. If you're a fan of CTF, or a competitive team looking for some new maps to try out, it's the best day of your entire life. All down-hill from here, sorry.</li>
<li>The <a href="http://forums.steampowered.com/forums/showthread.php?p=14856077#post14856077" class="standardLink">Third European edition of Pros vs Pubbers</a> event is coming up. Like previous events, their goal is to bring competitive & public players closer together. If that sounds like fun, head over and get involved. They also sent us this neat poster to show us that not only are they better at TF2 than us, they're also better artists.</li>
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<a href="http://www.teamfortress.com/images/posts/thyw_large.jpg"><img src="http://www.teamfortress.com/images/posts/thyw.jpg" width="350" height="501" border="0"></a>
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Gotta move that gear up!

May 14, 2010

In between obsessing over hats, we've been trying to keep up with all the neat things the community is doing.

  • The fantastic folks over at TF2maps.net have unveiled the results of their latest community mapping challenge: The Competitive CTF Contest. If you're a fan of CTF, or a competitive team looking for some new maps to try out, it's the best day of your entire life. All down-hill from here, sorry.
  • The Third European edition of Pros vs Pubbers event is coming up. Like previous events, their goal is to bring competitive & public players closer together. If that sounds like fun, head over and get involved. They also sent us this neat poster to show us that not only are they better at TF2 than us, they're also better artists.
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