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  1. #1
    Insano's Avatar
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    [TF2] Nieuwe update TF2 morgen: Badlands

    Alright, laten we hopen dat er niets misgaat
    Source 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
    http://www.steampowered.com/v/index....&id=1441&cc=BE
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  2. #2
    Phil's Avatar
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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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  3. #3
    Shalie's Avatar
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    Quote Originally Posted by Phil View Post
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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?
    Het snipershot duurt 200ms langer om op te laden lees ik, aan de andere crits zijn ze niet aangeweest.

    Hopelijk is Badlands van een deftig niveau
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  4. #4
    Phil's Avatar
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    Quote Originally Posted by Shalie View Post
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    Het snipershot duurt 200ms langer om op te laden lees ik, aan de andere crits zijn ze niet aangeweest.

    Hopelijk is Badlands van een deftig niveau
    Nja, dat bedoelde ik
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  5. #5
    Carrotman's Avatar
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    Schone update
    Amerika
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  6. #6
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    Is dat die map met 't mijnkarretje?
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  7. #7
    Carrotman's Avatar
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    Neen, dat is "Goldrush" dacht ik. Of ben ik nu verkeerd?
    Amerika
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  8. #8
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    Inderdaad, badlands is een map zoals dustbowl denk ik.
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  9. #9
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    badlands was ctf in tfc
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  10. #10
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    Wanneer is morgen precies.
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  11. #11
    Daddallo's Avatar
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    Zitten nog redelijk wa goeie fixes tussen.
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  12. #12
    Timmos's Avatar
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    Quote Originally Posted by sypro9000 View Post
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    Wanneer is morgen precies.
    "At 10:00 Pacific"

    http://developer.valvesoftware.com/wiki/Valve_Time
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  13. #13
    KiPpIe's Avatar
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    Quote Originally Posted by hippestijn View Post
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    badlands was ctf in tfc
    ja, maar het is CP in TF2.
    Waarschijnlijk à la granary
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  14. #14
    smon's Avatar
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    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 zelf
    “Badlands,” a new map that pushes control-point gameplay onto vertical landscapes.
    Klinkt nog toffer dan well/granary
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  15. #15
    Daddallo's Avatar
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    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=741
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