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TF2 update for 3/5/14 (3/6/14 UTC)
1
#1
Patch Notes
14 Frags +

Via the Steam store and HLDS:

Valve- Fixed an infinite healing exploit related to loadout presets
- Fixed a bug where Medics would be unable to deploy their ÜberCharge
- Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free
- Fixed workshop contributors not being able to view all of their submitted items using the in-game menus
- Fixed Strange versions of The Southern Hospitality not tracking sentry kills
- Fixed The Fortified Compound not triggering the same taunts and voice lines as The Huntsman
- Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The Infernal Orchestrina on Mann vs. Machine maps
- Fixed Natascha using the wrong material for the viewmodel
- Fixed Killstreak sheen effects for the Flying Guillotine (style), The Bat Outta Hell (style), The Unarmed Combat, The Wrap Assassin, The Chargin' Targe, and The Splendid Screen
- Updated the equip_regions for The Sangu Sleeves, The Huntsman's Essentials, The Lucky Shot, and The Soldier's Stash
- Updated The Crusader's Crossbow and The Festive Crusader's Crossbow to use the same crosshair as The Huntsman
- Updated cp_dustbowl
- Fixed Red team's stage 1 spawn door pushing players in the air
- Fixed collision on windows, props, and rooflines
- Fixed floating props
- Fixed players building inside the alternate exit from the Red spawn in stage 3
- Updated cp_mountainlab
- Fixed exploit on rafters near control point 2
- Updated ctf_2fort
- Fixed collision on train-wheels prop outside Blu base
- Fixed clipping on window ledges
- Fixed collision on pipes in flag rooms
- Fixed texture alignment on world map textures
- Fixed clipping issue in the middle where Blu could stand in the sky
- Updated pl_goldrush
- Added nobuild area under the train tracks to prevent teleport trap near Blu spawn in stage 1
- Community request:
- Added convar hud_combattext_batching_window to be used with hud_combattext_batching
- maximum delay between damage events in order to batch numbers
- min 0.1, max 2.0, default 0.2

Rumor has it:

- TheAnthal provides a schema teardown

- Raw schema: https://github.com/SteamDatabase/SteamTracking/compare/2b54fecccdcd...26578febff69

Via [url=http://store.steampowered.com/news/12570/]the Steam store[/url] and [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:

[quote=Valve]- Fixed an infinite healing exploit related to loadout presets
- Fixed a bug where Medics would be unable to deploy their ÜberCharge
- Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free
- Fixed workshop contributors not being able to view all of their submitted items using the in-game menus
- Fixed Strange versions of The Southern Hospitality not tracking sentry kills
- Fixed The Fortified Compound not triggering the same taunts and voice lines as The Huntsman
- Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The Infernal Orchestrina on Mann vs. Machine maps
- Fixed Natascha using the wrong material for the viewmodel
- Fixed Killstreak sheen effects for the Flying Guillotine (style), The Bat Outta Hell (style), The Unarmed Combat, The Wrap Assassin, The Chargin' Targe, and The Splendid Screen
- Updated the equip_regions for The Sangu Sleeves, The Huntsman's Essentials, The Lucky Shot, and The Soldier's Stash
- Updated The Crusader's Crossbow and The Festive Crusader's Crossbow to use the same crosshair as The Huntsman
- Updated cp_dustbowl
- Fixed Red team's stage 1 spawn door pushing players in the air
- Fixed collision on windows, props, and rooflines
- Fixed floating props
- Fixed players building inside the alternate exit from the Red spawn in stage 3
- Updated cp_mountainlab
- Fixed exploit on rafters near control point 2
- Updated ctf_2fort
- Fixed collision on train-wheels prop outside Blu base
- Fixed clipping on window ledges
- Fixed collision on pipes in flag rooms
- Fixed texture alignment on world map textures
- Fixed clipping issue in the middle where Blu could stand in the sky
- Updated pl_goldrush
- Added nobuild area under the train tracks to prevent teleport trap near Blu spawn in stage 1
- Community request:
- Added convar hud_combattext_batching_window to be used with hud_combattext_batching
- maximum delay between damage events in order to batch numbers
- min 0.1, max 2.0, default 0.2
[/quote]

Rumor has it:

- [url=http://www.reddit.com/r/tf2/comments/1zoh6f/tf2_update_for_3514_3614_utc/cfvh17v]TheAnthal provides a schema teardown[/url]

- Raw schema: https://github.com/SteamDatabase/SteamTracking/compare/2b54fecccdcd...26578febff69
2
#2
10 Frags +
wickedplayer494Added convar hud_combattext_batching_window to be used with hud_combattext_batching

maximum delay between damage events in order to batch numbers
min 0.1, max 2.0, default 0.2

[/quote]
OH MY GOD THANK YOU

[quote=wickedplayer494]
Added convar hud_combattext_batching_window to be used with hud_combattext_batching

maximum delay between damage events in order to batch numbers
min 0.1, max 2.0, default 0.2[/quote][/quote]
OH MY GOD THANK YOU
3
#3
8 Frags +

so what does hud_combattext_batching_window do?

so what does hud_combattext_batching_window do?
4
#4
1 Frags +
- Added convar hud_combattext_batching_window to be used with hud_combattext_batching
- maximum delay between damage events in order to batch numbers
- min 0.1, max 2.0, default 0.2

I remember sending in a suggestion about this, really cool that they implemented it.

@dance#, it governs how long the damage is summed before a new number is made,

[quote]- Added convar hud_combattext_batching_window to be used with hud_combattext_batching
- maximum delay between damage events in order to batch numbers
- min 0.1, max 2.0, default 0.2[/quote]

I remember sending in a suggestion about this, really cool that they implemented it.


@dance#, it governs how long the damage is summed before a new number is made,
5
#5
5 Frags +

Quick question, didn't Valve say they fixed the crit-noise-but-no-crit bug a patch or two ago? I'm suddenly getting that all the time again.

Quick question, didn't Valve say they fixed the crit-noise-but-no-crit bug a patch or two ago? I'm suddenly getting that all the time again.
6
#6
4 Frags +

er so wait, will text batching with max delay basically track all your shots on the target?

er so wait, will text batching with max delay basically track all your shots on the target?
7
#7
7 Frags +

why does valve always update on match night? :<

why does valve always update on match night? :<
8
#8
3 Frags +
WithADanceNumberso what does hud_combattext_batching_window do?

I believe it allows you to set the delay between damage number batching.

So you can set it to 2.0, and have it add up all the damage you do to each target as long as it is within 2 seconds of each other.

Correct me if I'm wrong.

[quote=WithADanceNumber]so what does hud_combattext_batching_window do?[/quote]
I believe it allows you to set the delay between damage number batching.

So you can set it to 2.0, and have it add up all the damage you do to each target as long as it is within 2 seconds of each other.

Correct me if I'm wrong.
9
#9
3 Frags +
Moywhy does valve always update on match night? :<

If you're referring to CEVO matches, all we have to do on our end is update the game servers. The client is not affected by game updates.

[quote=Moy]why does valve always update on match night? :<[/quote] If you're referring to CEVO matches, all we have to do on our end is update the game servers. The client is not affected by game updates.
10
#10
-8 Frags +

i think this update broke damage numbers, hit sounds, and killfeeds.
apparently it was just that server? idk whats going on hold me

i think this update broke damage numbers, hit sounds, and killfeeds.
apparently it was just that server? idk whats going on hold me
11
#11
14 Frags +

the game update doesn't affect the client cause the client doesn't do anything HEH

the game update doesn't affect the client cause the client doesn't do anything HEH
12
#12
11 Frags +

Stiiiill waiting on that optimization patch... yep... any update now...

Stiiiill waiting on that optimization patch... yep... any update now...
13
#13
-1 Frags +
Air_the game update doesn't affect the client cause the client doesn't do anything HEH

u mean u dont have to update google chrome every time tf2 updates too?

[quote=Air_]the game update doesn't affect the client cause the client doesn't do anything HEH[/quote]

u mean u dont have to update google chrome every time tf2 updates too?
14
#14
5 Frags +

bumping this just to say that increasing the batching window to 2 is extremely nice and you should try it out

bumping this just to say that increasing the batching window to 2 is extremely nice and you should try it out
15
#15
1 Frags +
Air_bumping this just to say that increasing the batching window to 2 is extremely nice and you should try it out

yes it is

[quote=Air_]bumping this just to say that increasing the batching window to 2 is extremely nice and you should try it out[/quote]
yes it is
16
#16
3 Frags +
- Updated ctf_2fort

well, thank god for that.

season 17.

[quote]- Updated ctf_2fort[/quote]

well, thank god for that.

season 17.
17
#17
9 Frags +

I saw Dustbowl in the notes, and thought they fixed the crooked bridge on last.

http://tf2wiki.net/ww/images/1/10/Dustbowl_s3c2.jpg

I can still dream though.

I saw Dustbowl in the notes, and thought they fixed the crooked bridge on last.
[img]http://tf2wiki.net/ww/images/1/10/Dustbowl_s3c2.jpg[/img]
I can still dream though.
18
#18
9 Frags +
Not_MatlockI saw Dustbowl in the notes, and thought they fixed the crooked bridge on last.

I can still dream though.

Why would you point this out? I was blissfully ignorant, but now I will forever be annoyed.

[quote=Not_Matlock]I saw Dustbowl in the notes, and thought they fixed the crooked bridge on last.

I can still dream though.[/quote]

Why would you point this out? I was blissfully ignorant, but now I will forever be annoyed.
19
#19
0 Frags +

I'm pretty sure it's intentional, it's almost impossible to make geometry like that on accident (three planar corners, one non-planar one)

I'm pretty sure it's intentional, it's almost impossible to make geometry like that on accident (three planar corners, one non-planar one)
20
#20
0 Frags +

I think they did that because the stairs didn't reach all the way down to valley below. They probably just tilted it so the stairs met the bottom.

I think they did that because the stairs didn't reach all the way down to valley below. They probably just tilted it so the stairs met the bottom.
21
#21
5 Frags +
Not_MatlockI saw Dustbowl in the notes, and thought they fixed the crooked bridge on last.
http://tf2wiki.net/ww/images/1/10/Dustbowl_s3c2.jpg
I can still dream though.

edges can be fun
http://www.youtube.com/watch?v=g_s7oCwQyMA

[quote=Not_Matlock]I saw Dustbowl in the notes, and thought they fixed the crooked bridge on last.
http://tf2wiki.net/ww/images/1/10/Dustbowl_s3c2.jpg
I can still dream though.[/quote]
edges can be fun
http://www.youtube.com/watch?v=g_s7oCwQyMA
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