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TF2 Update June 11
1
#1
0 Frags +

all information from facepunch

http://puu.sh/9phRA/0e7047aa1d.png

UNDOCUMENTED

  • Bread now randomly falls out of teleporters with teleported players
  • Added parachute files
  • Dispensers cost 70 on Gunslinger
  • Grenade code?
  • Added support for multiple taunt slots
  • Added support for taunts that bring up a taunt HUD
  • Changed backpack icons for taunts
Treshtaunt sliding is dead, valve also added a new conVar
tf_allow_sliding_taunt 0

https://dl.dropboxusercontent.com/u/42169829/ShareX/2014-06/2014-06-11_16-28-08.png

HUD for Eureka Effect (pip boy)

http://puu.sh/9pjcX/4d27640847.jpg

http://i.imgur.com/OSLo9wj.png

http://puu.sh/9pliJ/10a47c20d4.png

http://i.imgur.com/t7NXVA4.jpg

MOONBASE UPDATE LEAK

http://facepunch.com/image.php?u=481099&dateline=1402515535

http://facepunch.com/showthread.php?p=45075871#post45075871

testinglol @ facepunchTHE GREAT LEAKENING
Moonbase
CTF(?) Mode with a power supply flag (models/props_moonbase/powersupply_flag.mdl )
Force fields

Unknown stuff
Kill combos
m_iMiniBombCounter
rd_team_score_bar
rd_team_score_intel
m_DeltaRedRobotScoreColor
m_DeltaBlueRobotScoreColor
resource/UI/notifications/notify_rd_robot_attacked_red.res
resource/UI/notifications/notify_rd_robot_attacked_blue.res

Rd = Robot Destruction (new game mode)

New possible weapons
Tranquilizer (m_flSpyTranqBuffDuration)
Breadmonster Jarate
Throwing knife
Conc grenade
Teleport grenade
models/weapons/c_models/c_balloon_default.mdl
TF_WEAPON_SNIPERRIFLE_CLASSIC

Soldier land
Air strike
Mortar
Parachute

New attributes
mod_air_control attribute
a weapon that increases clip size on kill
mult_dmg_with_reduced_health
mult_postfiredelay_with_reduced_health
kill_combo_fire_rate_boost
mod_flamethrower_spinup_time

Mini rockets?

not even talking about bread stuff

edit: more in
#ItemSel_UTILITY Utility items
m_bCritOnHardHit (Special death type)
You can use parachute with sourcemod
next_disguise, prev_disguise
TF_WEAPON_SNIPERRIFLE_CLASSIC
mod_flamethrower_spinup_time
back_headshot
air_jump_on_attack
mult_sniper_charge_per_sec
mult_sniper_charge_per_sec_with_enemy_under_crossh air
sniper_beep_with_enemy_under_crosshair
sniper_crit_no_scope
sniper_penetrate_players_when_charged

- ACT_BREADMONSTER_VM_PRIMARYATTACK
- ACT_BREADMONSTER_GLOVES_HITRIGHT
- ACT_BREADMONSTER_GLOVES_IDLE
- ACT_BREADMONSTER_GLOVES_HITUP
- ACT_BREADMONSTER_VM_DRAW
- ACT_BREADMONSTER_VM_IDLE
- ACT_BREADSAPPER_VM_DRAW
- ACT_BREADSAPPER_VM_IDLE
- ACT_BREADGLOVES_VM_HITLEFT
- ACT_BREADGLOVES_VM_HITRIGHT
- ACT_BREADGLOVES_VM_SWINGHARD
- ACT_BREADGLOVES_VM_IDLE
- ACT_BREADGLOVES_VM_DRAW
- ACT_PARACHUTE_DEPLOY
- ACT_PARACHUTE_DEPLOY_IDLE
- ACT_PARACHUTE_RETRACT
- ACT_PARACHUTE_RETR
- ACT_THROWABLE_VM_DRAW
- ACT_THROWABLE_VM_IDLE
- ACT_THROWABLE_VM_FIRE

summer sale is june 19th-30th (possible time for major update?)

[i]all information from facepunch[/i]

[img]http://puu.sh/9phRA/0e7047aa1d.png[/img]
UNDOCUMENTED
[list]
[*] [b]Bread now randomly falls out of teleporters with teleported players[/b]
[*] [b]Added parachute files[/b]
[*] [b]Dispensers cost 70 on Gunslinger[/b]
[*] [url=http://pastebin.com/erbrVwRT]Grenade code?[/url]
[*] Added support for multiple taunt slots
[*] Added support for taunts that bring up a taunt HUD
[*] Changed backpack icons for taunts
[/list]
[quote=Tresh]taunt sliding is dead, valve also added a new conVar
tf_allow_sliding_taunt 0[/quote]

[img]https://dl.dropboxusercontent.com/u/42169829/ShareX/2014-06/2014-06-11_16-28-08.png[/img]
HUD for Eureka Effect (pip boy)

[img]http://puu.sh/9pjcX/4d27640847.jpg[/img]

[img]http://i.imgur.com/OSLo9wj.png[/img]
[img]http://puu.sh/9pliJ/10a47c20d4.png[/img]
[img]http://i.imgur.com/t7NXVA4.jpg[/img]

MOONBASE UPDATE LEAK
[img]http://facepunch.com/image.php?u=481099&dateline=1402515535[/img]

http://facepunch.com/showthread.php?p=45075871#post45075871
[quote=testinglol @ facepunch]THE GREAT LEAKENING
Moonbase
CTF(?) Mode with a power supply flag (models/props_moonbase/powersupply_flag.mdl )
Force fields

Unknown stuff
Kill combos
m_iMiniBombCounter
rd_team_score_bar
rd_team_score_intel
m_DeltaRedRobotScoreColor
m_DeltaBlueRobotScoreColor
resource/UI/notifications/notify_rd_robot_attacked_red.res
resource/UI/notifications/notify_rd_robot_attacked_blue.res

Rd = Robot Destruction (new game mode)

New possible weapons
Tranquilizer (m_flSpyTranqBuffDuration)
Breadmonster Jarate
Throwing knife
Conc grenade
Teleport grenade
models/weapons/c_models/c_balloon_default.mdl
TF_WEAPON_SNIPERRIFLE_CLASSIC

Soldier land
Air strike
Mortar
Parachute

New attributes
mod_air_control attribute
a weapon that increases clip size on kill
mult_dmg_with_reduced_health
mult_postfiredelay_with_reduced_health
kill_combo_fire_rate_boost
mod_flamethrower_spinup_time

Mini rockets?


not even talking about bread stuff

edit: more in
#ItemSel_UTILITY Utility items
m_bCritOnHardHit (Special death type)
You can use parachute with sourcemod
next_disguise, prev_disguise
TF_WEAPON_SNIPERRIFLE_CLASSIC
mod_flamethrower_spinup_time
back_headshot
air_jump_on_attack
mult_sniper_charge_per_sec
mult_sniper_charge_per_sec_with_enemy_under_crossh air
sniper_beep_with_enemy_under_crosshair
sniper_crit_no_scope
sniper_penetrate_players_when_charged


- ACT_BREADMONSTER_VM_PRIMARYATTACK
- ACT_BREADMONSTER_GLOVES_HITRIGHT
- ACT_BREADMONSTER_GLOVES_IDLE
- ACT_BREADMONSTER_GLOVES_HITUP
- ACT_BREADMONSTER_VM_DRAW
- ACT_BREADMONSTER_VM_IDLE
- ACT_BREADSAPPER_VM_DRAW
- ACT_BREADSAPPER_VM_IDLE
- ACT_BREADGLOVES_VM_HITLEFT
- ACT_BREADGLOVES_VM_HITRIGHT
- ACT_BREADGLOVES_VM_SWINGHARD
- ACT_BREADGLOVES_VM_IDLE
- ACT_BREADGLOVES_VM_DRAW
- ACT_PARACHUTE_DEPLOY
- ACT_PARACHUTE_DEPLOY_IDLE
- ACT_PARACHUTE_RETRACT
- ACT_PARACHUTE_RETR
- ACT_THROWABLE_VM_DRAW
- ACT_THROWABLE_VM_IDLE
- ACT_THROWABLE_VM_FIRE[/QUOTE]

summer sale is june 19th-30th (possible time for major update?)
2
#2
26 Frags +

literally 47 seconds

literally 47 seconds
3
#3
16 Frags +
hookyliterally 47 seconds

decimated

[quote=hooky]literally 47 seconds[/quote]
decimated
4
#4
15 Frags +
- Updated the Eureka Effect
- Can now pickup buildings
- Repair and upgrade rates have been decreased
- Can teleport to your spawn room or your Teleporter Exit

neato

[quote]- [b]Updated the Eureka Effect[/b]
- Can now pickup buildings
- Repair and upgrade rates have been decreased
- Can teleport to your spawn room or your Teleporter Exit[/quote]

neato
5
#5
19 Frags +

Yo, congrats to my homies in the East, AFC medals? Dope!

Otherwise, pretty standard Valve update (invisible players).

Yo, congrats to my homies in the East, AFC medals? Dope!

Otherwise, pretty standard Valve update (invisible players).
6
#6
24 Frags +

players are still invisible.

players are still invisible.
7
#7
12 Frags +

i thought it was end of the line

i thought it was end of the line
8
#8
12 Frags +

eureka effect good outside arena now??

eureka effect good outside arena now??
9
#9
7 Frags +
razkari thought it was end of the line

the moonbase update with the parachute is probably coming before end of the line

[quote=razkar]i thought it was end of the line[/quote]
the moonbase update with the parachute is probably coming before end of the line
10
#10
14 Frags +

https://i.imgur.com/YxtIeE4.png

sweet medals, eureka effect update seems really good.

[img]https://i.imgur.com/YxtIeE4.png[/img]
sweet medals, eureka effect update seems really good.
11
#11
3 Frags +

is there a new hud file for the eureka effect teleport?

is there a new hud file for the eureka effect teleport?
12
#12
19 Frags +

It takes 17 hits to get your building to a new level now. Also heals your buildings 50% less. Seems useless tbh

It takes 17 hits to get your building to a new level now. Also heals your buildings 50% less. Seems useless tbh
13
#13
5 Frags +

Okay so it seems that you don't even need your Tele entrance in order to tele with the wrench to your exit. It can be standalone and still work.

Okay so it seems that you don't even need your Tele entrance in order to tele with the wrench to your exit. It can be standalone and still work.
14
#14
4 Frags +
MedusaIt takes 17 hits to get your building to a new level now. Also heals your buildings 50% less. Seems useless tbh

In conjunction with the rescue ranger it's pretty cool

[quote=Medusa]It takes 17 hits to get your building to a new level now. Also heals your buildings 50% less. Seems useless tbh[/quote]
In conjunction with the rescue ranger it's pretty cool
15
#15
5 Frags +
Updated the Eureka Effect

Can now pickup buildings
Repair and upgrade rates have been decreased
Can teleport to your spawn room or your Teleporter Exit

Just tested this out with the upgrade, each hit only provides 12 metal. Takes roughly 12 seconds to upgrade from level 1 to 2, which is pretty fucking huge. You can teleport to exits without entrances, which is pretty great, but not sure if it's enough. Think it needs a small buff to upgrading (maybe only 25%), repair should stay the same since the RR exists. Luckily it's Steel week, so it'll be fun to fuck around with.

[quote]Updated the Eureka Effect

Can now pickup buildings
Repair and upgrade rates have been decreased
Can teleport to your spawn room or your Teleporter Exit[/quote]

Just tested this out with the upgrade, each hit only provides 12 metal. Takes roughly 12 seconds to upgrade from level 1 to 2, which is pretty fucking huge. You can teleport to exits without entrances, which is pretty great, but not sure if it's enough. Think it needs a small buff to upgrading (maybe only 25%), repair should stay the same since the RR exists. Luckily it's Steel week, so it'll be fun to fuck around with.
16
#16
14 Frags +

taunt sliding is dead, valve also added a new conVar
tf_allow_sliding_taunt 0

taunt sliding is dead, valve also added a new conVar
tf_allow_sliding_taunt 0
17
#17
25 Frags +

High Five taunt only lasts 5 or so seconds so you can't hold it down now.
RIP.

High Five taunt only lasts 5 or so seconds so you can't hold it down now.
RIP.
18
#18
3 Frags +
razkari thought it was end of the line

The end of the line map was in alpha22 last time somebody noticed it? Maybe some mappers can shed some light on it, but imho getting map from a22 to rc will take some time.

[quote=razkar]i thought it was end of the line[/quote]

The end of the line map was in alpha22 last time somebody noticed it? Maybe some mappers can shed some light on it, but imho getting map from a22 to rc will take some time.
19
#19
15 Frags +

Parachute confirmed.

Parachute confirmed.
20
#20
13 Frags +

bread? wtf

bread? wtf
21
#21
7 Frags +

New files for hudmakers:

/ui/build_menu:

-eureka_target_home_avail.res

-eureka_target_home_unavail.res

-eureka_target_tele_exit_avail.res

-eureka_target_tele_exit_unavail.res

-base_active_teleport_target.res

-base_unavailable_teleport_target.res

/ui/:

-tauntcallerpanel.res

Possible changes to classloadoutpanel.res to accommodate multiple taunt slots, have not checked.

Edits to hudlayout.res

New files for hudmakers:

/ui/build_menu:

-eureka_target_home_avail.res

-eureka_target_home_unavail.res

-eureka_target_tele_exit_avail.res

-eureka_target_tele_exit_unavail.res

-base_active_teleport_target.res

-base_unavailable_teleport_target.res

/ui/:

-tauntcallerpanel.res

Possible changes to classloadoutpanel.res to accommodate multiple taunt slots, have not checked.

Edits to hudlayout.res
22
#22
12 Frags +

valve's a bunch of baguettes

valve's a bunch of baguettes
23
#23
0 Frags +

burnt toast :v

burnt toast :v
24
#24
11 Frags +

bread randomly falls out of people upon teleportation

bread randomly falls out of people upon teleportation
25
#25
12 Frags +

each of these breads belong to one specific class!!!

each of these breads belong to one specific class!!!
26
#26
25 Frags +
zeSIMONeach of these breads belong to one specific class!!!

http://puu.sh/9plBZ/96249a6bd5.png

[quote=zeSIMON]each of these breads belong to one specific class!!![/quote]
[img]http://puu.sh/9plBZ/96249a6bd5.png[/img]
27
#27
30 Frags +

Pyro has gone back to taking ~50 damage from reflect self-damage, rather than the ~100 it's been at recently.

Dispensers only cost 70 metal when using the gunslinger.

Pyro has gone back to taking ~50 damage from reflect self-damage, rather than the ~100 it's been at recently.

Dispensers only cost 70 metal when using the gunslinger.
28
#28
5 Frags +
MedixinHigh Five taunt only lasts 5 or so seconds so you can't hold it down now.
RIP.

Not true from my testing. In fact, you can now just press the taunt key once, and you will stay in High-Five mode until you press it again--no need to hold the key down.

Also, here's an awesome glitch: if you have your Spy or Engineer menus open and you switch to another class, the menu stays on your screen and disables your numerical keybinds! Hooray!!

[quote=Medixin]High Five taunt only lasts 5 or so seconds so you can't hold it down now.
RIP.[/quote]

Not true from my testing. In fact, you can now just press the taunt key once, and you will stay in High-Five mode until you press it again--no need to hold the key down.

Also, here's an awesome glitch: if you have your Spy or Engineer menus open and you switch to another class, the menu stays on your screen and disables your numerical keybinds! Hooray!!
29
#29
Tip of the Hats
43 Frags +
valiantPyro has gone back to taking ~50 damage from reflect self-damage, rather than the ~100 it's been at recently.

Dispensers only cost 70 metal when using the gunslinger.

LOL I'm at a loss for words. Holy shit.

[quote=valiant]Pyro has gone back to taking ~50 damage from reflect self-damage, rather than the ~100 it's been at recently.

Dispensers only cost 70 metal when using the gunslinger.[/quote]

LOL I'm at a loss for words. Holy shit.
30
#30
8 Frags +

MOONBASE UPDATE LEAK
http://facepunch.com/showthread.php?p=45075871#post45075871

testinglol @ facepunchTHE GREAT LEAKENING
Moonbase
CTF(?) Mode with a power supply flag (models/props_moonbase/powersupply_flag.mdl )
Force fields

Unknown stuff
Kill combos
m_iMiniBombCounter
rd_team_score_bar
rd_team_score_intel
m_DeltaRedRobotScoreColor
m_DeltaBlueRobotScoreColor
resource/UI/notifications/notify_rd_robot_attacked_red.res
resource/UI/notifications/notify_rd_robot_attacked_blue.res

Rd = new gamemode?

New possible weapons
Tranquilizer (m_flSpyTranqBuffDuration)
Breadmonster Jarate
Throwing knife
Conc grenade
Teleport grenade
models/weapons/c_models/c_balloon_default.mdl

Soldier land
Air strike
Mortar
Parachute

New attributes
mod_air_control attribute
a weapon that increases clip size on kill
mult_dmg_with_reduced_health
mult_postfiredelay_with_reduced_health
kill_combo_fire_rate_boost

Mini rockets?

not even talking about bread stuff
MOONBASE UPDATE LEAK
http://facepunch.com/showthread.php?p=45075871#post45075871

[quote=testinglol @ facepunch][B]THE GREAT LEAKENING[/B]
[B]Moonbase[/B]
CTF(?) Mode with a power supply flag (models/props_moonbase/powersupply_flag.mdl )
Force fields

[B]Unknown stuff[/B]
Kill combos
m_iMiniBombCounter
rd_team_score_bar
rd_team_score_intel
m_DeltaRedRobotScoreColor
m_DeltaBlueRobotScoreColor
resource/UI/notifications/notify_rd_robot_attacked_red.res
resource/UI/notifications/notify_rd_robot_attacked_blue.res

Rd = new gamemode?

[B]New possible weapons[/B]
Tranquilizer (m_flSpyTranqBuffDuration)
Breadmonster Jarate
Throwing knife
Conc grenade
Teleport grenade
models/weapons/c_models/c_balloon_default.mdl

[B]Soldier land[/B]
Air strike
Mortar
Parachute

[B]New attributes[/B]
mod_air_control attribute
a weapon that increases clip size on kill
mult_dmg_with_reduced_health
mult_postfiredelay_with_reduced_health
kill_combo_fire_rate_boost


Mini rockets?


not even talking about bread stuff[/QUOTE]
1 2 3 4
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