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14-02-2008, 10:03 #1Member
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[TF2] Nieuwe update TF2 morgen: Badlands
Alright, laten we hopen dat er niets misgaat
http://www.steampowered.com/v/index....&id=1441&cc=BESource Engine
* Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
* Optimized some particle systems to improve performance on some hardware configurations
* Player stats are now sent up as they change, rather than when the player dies
* Improved playback of sub-frame sounds
* Fixed a crash caused by alt-tabs during map load
* Eliminated unnecessary temporary memory allocation in scenefilecache
Team Fortress 2
* Badlands released
* Changes to Dustbowl
o Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
o Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
o Fixed a gap behind stage 1, cap 1 house
o Fixed a high perch on stage1 cap1 house roof
o Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
o Fixed a few places where rockets/demoman pipes could pass through non-solid models
o Sealed up a gap over stage1 lower startgate
o Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
* Changes to Capture the Flag Well
o Fixed trains not starting on map spawn
o Removed cap association from red spawns that were spamming console
* Changes to Granary
o Removed spawn timing advantage from the middle (from -3 to 0)
o Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
o Fixed a few places where players could get stuck between containers and silos
o Adjusted playerclips on red container that made it appear like players were floating
* Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
* Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
* Added flamethrower "sizzle" sound when the Pyro is hitting a target
* Updated explosion debris to be a bit darker
* Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
* Added ctf_well to the default mapcycle.txt file
* Added ctf_well to the default motd.txt file
* Fixed floor tile material type
* Fixed some weapon damage info missing from TF2 game stats
* Made some small changes to the Demoman viewmodel that were causing performance problems
* Added exec'ing a .cfg file on the client when you select a class to play.
* Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
* Added server log entry for buildings destroyed by their owner
* Fixed sentry gun shadows being clipped
* Updated glass material
SourceTV
* SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it
* Fixed Pyro's flamethrower flames not showing up in SourceTV"At the beginning of the Portal development process, we sat down as a group to decide what philosopher or school of philosophy our game would be based on. That was followed by about fifteen minutes of silence and then someone mentioned that a lot of people like cake."
- Valveno votes
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14-02-2008, 12:50 #2Approved 9-lifer
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Mhm, 200ms delay voor een crit... Ik ben eens benieuwd hoe dat gaat voelen in het spel.
Voor de rest ziet het er goed uit zeker?
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14-02-2008, 13:24 #3Approved 9-lifer
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There may be no 'I' in team, but there's a 'ME' if you look hard enough.
¡uʍop ǝpısdn sı sn ɟo ǝuo 'sıɥʇ pɐǝɹ uɐɔ noʎ ɟıno votes
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14-02-2008, 15:39 #4Approved 9-lifer
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no votes
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14-02-2008, 17:08 #5Member
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Schone update
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14-02-2008, 17:59 #6Approved 9liver
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Is dat die map met 't mijnkarretje?
no votes
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14-02-2008, 18:13 #7Member
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Neen, dat is "Goldrush" dacht ik. Of ben ik nu verkeerd?
Amerikano votes
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14-02-2008, 18:22 #8
Inderdaad, badlands is een map zoals dustbowl denk ik.
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14-02-2008, 18:31 #9Member
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badlands was ctf in tfc
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14-02-2008, 18:48 #10Member
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Wanneer is morgen precies.
PC||Antec P182 4x Noctua NF-P12 :: Asus P7P55D LE :: i7 860 @ 4.0 (20x200 Vcore 1.35v IMC 1.40v Scythe Mugen II) :: 4x2gig Corsair Dominator @ 1600 (8-8-8-20 1.6v) :: Asus 5870 @ 930/1250 :: 40gig Bootdisk SSD 500gig workdisk :: Roccat Kave :: Roccat Kone :: Logitech G19no votes
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14-02-2008, 19:22 #11
Zitten nog redelijk wa goeie fixes tussen.
no votes
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14-02-2008, 19:34 #12Approved 9liver
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"At 10:00 Pacific"
http://developer.valvesoftware.com/wiki/Valve_Timeno votes
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14-02-2008, 19:51 #13Member
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no votes
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14-02-2008, 20:08 #14
De CP's staan op 1 lijn maar je kan niet rechtstreeks van punt naar punt lopen. Ik dacht dat het middenste op een brug lag en punt 2 en 4 op een soort mini-"berg" (waar soldiers en demo's op konden rocketjumpen).
Valve noemde het zelfKlinkt nog toffer dan well/granary“Badlands,” a new map that pushes control-point gameplay onto vertical landscapes.
no votes
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14-02-2008, 21:19 #15
Hier kun je een preview lezen van badlands. Je bent niet verplicht om de cp's in volgorde te cappen zoals in well en granary.
http://www.shacknews.com/featuredarticle.x?id=741no votes


