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TF2 update for 4/26/18
1
#1
Patch Notes
0 Frags +

Via HLDS:

Valve- Fixed players not being able to push the payload cart on some maps
- Fixed a client crash related to the main menu
- Fixed a client crash when exiting the game
- Fixed not being able to pickup item_bonuspack entities that have not been assigned to a specific team
- Added self-damage when using the Short Circuit's orb to attack an enemy at close range
- Added the new Pyro weapons to the list of weapons that can be found via random drops
- Added The Heartfelt Hero medal for the Hugs.tf 2018 community event
- Updated ctf_foundry
- Organized powerup locations to be more consistent with other maps
- Removed the crit powerup in the center of the map
- Fixed the return times for dropped flags

Rumor has it:

- Users of the Steam Web API have noticed that .json versions of the item schema no longer return correctly after both the Steam Community and the Steam store's switch to HTTPS-only, thus breaking various implementations on websites and utilities like SteamTracking and git.optf2.com

- Here's the in-VPK diff

- Size is ~30 MB

Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:

[quote=Valve]- Fixed players not being able to push the payload cart on some maps
- Fixed a client crash related to the main menu
- Fixed a client crash when exiting the game
- Fixed not being able to pickup item_bonuspack entities that have not been assigned to a specific team
- Added self-damage when using the Short Circuit's orb to attack an enemy at close range
- Added the new Pyro weapons to the list of weapons that can be found via random drops
- Added The Heartfelt Hero medal for the Hugs.tf 2018 community event
- Updated ctf_foundry
- Organized powerup locations to be more consistent with other maps
- Removed the crit powerup in the center of the map
- Fixed the return times for dropped flags[/quote]

Rumor has it:

- [b]Users of the Steam Web API have noticed that .json versions of the item schema no longer return correctly after both the Steam Community and the Steam store's switch to HTTPS-only, thus breaking various implementations on websites and utilities like SteamTracking and git.optf2.com[/b]

- [url=https://github.com/SteamDatabase/GameTracking-TF2/commit/0b74635e6ab13acf517102ce002a742763c8a98d]Here's the in-VPK diff[/url]

- Size is ~30 MB
2
#2
14 Frags +
- Fixed players not being able to push the payload cart on some maps

Wondering if this fixed the long standing physics issue with the cart where it could occasionally in certain areas get knocked off the tracks and break the round.

[quote] - Fixed players not being able to push the payload cart on some maps[/quote]

Wondering if this fixed the long standing physics issue with the cart where it could occasionally in certain areas get knocked off the tracks and break the round.
3
#3
4 Frags +

self damage at close range with new short circuit?
it's a sad day boys

self damage at close range with new short circuit?
it's a sad day boys
4
#4
45 Frags +

short circuit change was a buff

https://streamable.com/ar8vh

short circuit change was a buff

https://streamable.com/ar8vh
5
#5
5 Frags +

no matchmaking queue fixes :(

no matchmaking queue fixes :(
6
#6
10 Frags +
wishshort circuit change was a buff

https://streamable.com/ar8vh

for the people who want the horitzontal version:

https://www.youtube.com/watch?v=4NcoFwjvRKQ

[quote=wish]short circuit change was a buff

https://streamable.com/ar8vh[/quote]

for the people who want the horitzontal version:

https://www.youtube.com/watch?v=4NcoFwjvRKQ
7
#7
RGL.gg
2 Frags +
wishshort circuit change was a buff

https://streamable.com/ar8vh

excuse the bowlofmayo in my mumble in that clip :(

[quote=wish]short circuit change was a buff

https://streamable.com/ar8vh[/quote]

excuse the bowlofmayo in my mumble in that clip :(
8
#8
30 Frags +
Valve- Fixed a client crash when exiting the game

is there anything that you can do in this game that doesnt crash it

[quote=Valve]
- Fixed a client crash when exiting the game
[/quote]
is there anything that you can do in this game that doesnt crash it
9
#9
Patch Notes
2 Frags +
DarkNecrid - Fixed players not being able to push the payload cart on some maps
Wondering if this fixed the long standing physics issue with the cart where it could occasionally in certain areas get knocked off the tracks and break the round.

Doubt it.

[quote=DarkNecrid][quote] - Fixed players not being able to push the payload cart on some maps[/quote]

Wondering if this fixed the long standing physics issue with the cart where it could occasionally in certain areas get knocked off the tracks and break the round.[/quote]
Doubt it.
10
#10
4 Frags +

engi jump maps wooooo

does it work if the orb hits the ground?

engi jump maps wooooo

does it work if the orb hits the ground?
11
#11
3 Frags +
Twiggyengi jump maps wooooo

does it work if the orb hits the ground?

it has to damage an enemy, if it damages an enemy then yes

wickedplayer494DarkNecrid - Fixed players not being able to push the payload cart on some maps
Wondering if this fixed the long standing physics issue with the cart where it could occasionally in certain areas get knocked off the tracks and break the round.
Doubt it.

I wondered because that's the only cart push bug I know of.

[quote=Twiggy]engi jump maps wooooo

does it work if the orb hits the ground?[/quote]

it has to damage an enemy, if it damages an enemy then yes

[quote=wickedplayer494][quote=DarkNecrid][quote] - Fixed players not being able to push the payload cart on some maps[/quote]

Wondering if this fixed the long standing physics issue with the cart where it could occasionally in certain areas get knocked off the tracks and break the round.[/quote]
Doubt it.[/quote]

I wondered because that's the only cart push bug I know of.
12
#12
4 Frags +

Honestly the whole engi jump with the orb can make for some cool clutch escapes surfing off the orb, specially since it will do at most 45 self dmg + fall damage

Honestly the whole engi jump with the orb can make for some cool clutch escapes surfing off the orb, specially since it will do at most 45 self dmg + fall damage
13
#13
8 Frags +

The push issue was because Nightfall and Pipeline don't have setup time on a certain stage, so the fix where you can't do an objective during setup time was applied to the whole round for those maps.

A similar bug happened to these maps when the Uber build rate was set to be faster during setup time.

The push issue was because Nightfall and Pipeline don't have setup time on a certain stage, so the fix where you can't do an objective during setup time was applied to the whole round for those maps.

A similar bug happened to these maps when the Uber build rate was set to be faster during setup time.
14
#14
0 Frags +
catman1900no matchmaking queue fixes :(

I think now the problem is players not queuing anymore. Most just got the rank and stopped playing.

[quote=catman1900]no matchmaking queue fixes :([/quote]
I think now the problem is players not queuing anymore. Most just got the rank and stopped playing.
15
#15
0 Frags +
mastercomsThe push issue was because Nightfall and Pipeline don't have setup time on a certain stage, so the fix where you can't do an objective during setup time was applied to the whole round for those maps.

A similar bug happened to these maps when the Uber build rate was set to be faster during setup time.

Tells you how much I've played either that I had no idea, thanks for the info! :)

[quote=mastercoms]The push issue was because Nightfall and Pipeline don't have setup time on a certain stage, so the fix where you can't do an objective during setup time was applied to the whole round for those maps.

A similar bug happened to these maps when the Uber build rate was set to be faster during setup time.[/quote]

Tells you how much I've played either that I had no idea, thanks for the info! :)
16
#16
46 Frags +

no mention of sticky delay bug so here i go.

Jill, please, edit the method "ItemBusyFrame" to include

if (pOwner->m_nButtons & IN_ATTACK2) DoClassSpecialSkill()

, either in CTFGrenadeLauncher and CTFWeaponBaseMelee both or in CTFWeaponBase.
Please, not allowing Demoman to detonate when he's reloading his primary or switching weapons is inconsistent, he can detonate when reloading his sticky launcher. Just please.

EDIT: cannot det while taunting, my bad.

no mention of sticky delay bug so here i go.

Jill, please, edit the method "ItemBusyFrame" to include [code]if (pOwner->m_nButtons & IN_ATTACK2) DoClassSpecialSkill()[/code], either in CTFGrenadeLauncher and CTFWeaponBaseMelee both or in CTFWeaponBase.
Please, not allowing Demoman to detonate when he's reloading his primary or switching weapons is inconsistent, he can detonate when reloading his sticky launcher. Just please.

EDIT: cannot det while taunting, my bad.
17
#17
17 Frags +
TwiiKuuno mention of sticky delay bug so here i go.

Jill, please, edit the method "ItemBusyFrame" to include
if (pOwner->m_nButtons & IN_ATTACK2) DoClassSpecialSkill()
, either in CTFGrenadeLauncher and CTFWeaponBaseMelee both or in CTFWeaponBase.
Please, not allowing Demoman to detonate when he's reloading his primary is inconsistent, he can detonate when taunting and other stuff. Just please.

Can we get an entire thread for this for better visibility ? Also to be posted on Reddit just to be certain as well as emailed to Mr. Riller as well as anyone the tf2 team.

[quote=TwiiKuu]no mention of sticky delay bug so here i go.

Jill, please, edit the method "ItemBusyFrame" to include [code]if (pOwner->m_nButtons & IN_ATTACK2) DoClassSpecialSkill()[/code], either in CTFGrenadeLauncher and CTFWeaponBaseMelee both or in CTFWeaponBase.
Please, not allowing Demoman to detonate when he's reloading his primary is inconsistent, he can detonate when taunting and other stuff. Just please.[/quote]

Can we get an entire thread for this for better visibility ? Also to be posted on Reddit just to be certain as well as emailed to Mr. Riller as well as anyone the tf2 team.
18
#18
0 Frags +

can you ctap with the short circuit

can you ctap with the short circuit
19
#19
1 Frags +
glasscan you ctap with the short circuit

much like the detonator it only seems to really help with horitzontal distance in my experience

[quote=glass]can you ctap with the short circuit[/quote]

much like the detonator it only seems to really help with horitzontal distance in my experience
20
#20
9 Frags +
TwiiKuuhe can detonate when taunting and other stuff

didnt they get rid of this in gun mettle update

[quote=TwiiKuu]he can detonate when taunting and other stuff[/quote]
didnt they get rid of this in gun mettle update
21
#21
-4 Frags +
catTwiiKuuhe can detonate when taunting and other stuffdidnt they get rid of this in gun mettle update

that may be with taunts that you can hold infinitely like the high five taunt

[quote=cat][quote=TwiiKuu]he can detonate when taunting and other stuff[/quote]
didnt they get rid of this in gun mettle update[/quote]
that may be with taunts that you can hold infinitely like the high five taunt
22
#22
8 Frags +
CovoocatTwiiKuuhe can detonate when taunting and other stuffdidnt they get rid of this in gun mettle updatethat may be with taunts that you can hold infinitely like the high five taunt

no, just tested again to make sure. you can't det when taunting at all.

[quote=Covoo][quote=cat][quote=TwiiKuu]he can detonate when taunting and other stuff[/quote]
didnt they get rid of this in gun mettle update[/quote]
that may be with taunts that you can hold infinitely like the high five taunt[/quote]

no, just tested again to make sure. you can't det when taunting at all.
23
#23
3 Frags +
catdidnt they get rid of this in gun mettle update

It was actually this patch: http://www.teamfortress.com/post.php?id=14353

TwiiKuuno mention of sticky delay bug so here i go.

Jill, please, edit the method "ItemBusyFrame" to include
if (pOwner->m_nButtons & IN_ATTACK2) DoClassSpecialSkill()
, either in CTFGrenadeLauncher and CTFWeaponBaseMelee both or in CTFWeaponBase.
Please, not allowing Demoman to detonate when he's reloading his primary or switching weapons is inconsistent, he can detonate when reloading his sticky launcher. Just please.

EDIT: cannot det while taunting, my bad.

DoClassSpecialSkill() is already called in ItemBusyFrame().

Could someone explain the bug to me? I'm not entirely sure what it is, as I haven't been able to reproduce it from what I've read on these forums. I can detonate stickies while switching and while reloading the grenade launcher.

[quote=cat]didnt they get rid of this in gun mettle update[/quote]
It was actually this patch: http://www.teamfortress.com/post.php?id=14353

[quote=TwiiKuu]no mention of sticky delay bug so here i go.

Jill, please, edit the method "ItemBusyFrame" to include [code]if (pOwner->m_nButtons & IN_ATTACK2) DoClassSpecialSkill()[/code], either in CTFGrenadeLauncher and CTFWeaponBaseMelee both or in CTFWeaponBase.
Please, not allowing Demoman to detonate when he's reloading his primary or switching weapons is inconsistent, he can detonate when reloading his sticky launcher. Just please.

EDIT: cannot det while taunting, my bad.[/quote]
DoClassSpecialSkill() is already called in ItemBusyFrame().

Could someone explain the bug to me? I'm not entirely sure what it is, as I haven't been able to reproduce it from what I've read on these forums. I can detonate stickies while switching and while reloading the grenade launcher.
24
#24
3 Frags +
mastercoms
Could someone explain the bug to me? I'm not entirely sure what it is, as I haven't been able to reproduce it from what I've read on these forums. I can detonate stickies while switching and while reloading the grenade launcher.

So the bug is not that you cannot detonate sticks when swapping weapons, it is that it takes less time to detonate sticks if you keep the stickybomb launcher out than if you fire the stick, then swap weapons and try detonating the stick. If you compare the time it takes, there is a slight delay when swapping weapons (whether to melee or primary) compared to just keeping the stickybomb launcher out.

I just had it happen yesterday when mge-ing and it is really annoying to deal with.

[quote=mastercoms]

Could someone explain the bug to me? I'm not entirely sure what it is, as I haven't been able to reproduce it from what I've read on these forums. I can detonate stickies while switching and while reloading the grenade launcher.[/quote]

So the bug is not that you cannot detonate sticks when swapping weapons, it is that it takes less time to detonate sticks if you keep the stickybomb launcher out than if you fire the stick, then swap weapons and try detonating the stick. If you compare the time it takes, there is a slight delay when swapping weapons (whether to melee or primary) compared to just keeping the stickybomb launcher out.

I just had it happen yesterday when mge-ing and it is really annoying to deal with.
25
#25
0 Frags +
mastercomsCould someone explain the bug to me? I'm not entirely sure what it is, as I haven't been able to reproduce it from what I've read on these forums. I can detonate stickies while switching and while reloading the grenade launcher.

There is an unlisted video somewhere on the forums which did a comparison between 2007 demoman stickies and post gun mettle stickies detonation.

[quote=mastercoms]
Could someone explain the bug to me? I'm not entirely sure what it is, as I haven't been able to reproduce it from what I've read on these forums. I can detonate stickies while switching and while reloading the grenade launcher.[/quote]

There is an unlisted video somewhere on the forums which did a comparison between 2007 demoman stickies and post gun mettle stickies detonation.
26
#26
4 Frags +

https://www.youtube.com/watch?v=O7dCqUq7IQk
https://www.youtube.com/watch?v=5Tp3m8CNIm0

https://www.youtube.com/watch?v=O7dCqUq7IQk
https://www.youtube.com/watch?v=5Tp3m8CNIm0
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